interim changes
parent
0c95f1148a
commit
7aadeed518
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@ -3,6 +3,7 @@ file(GLOB PKT_SRCS src/packets/*.h src/packets/*.c)
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add_library(eco2d-foundation STATIC
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src/core/game.c
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src/core/camera.c
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src/core/rules_default.c
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src/platform/signal_handling.c
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src/platform/profiler.c
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@ -13,6 +14,7 @@ add_library(eco2d-foundation STATIC
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src/ents/vehicle.c
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src/ents/storage.c
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src/ents/device.c
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src/ents/furnace.c
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src/pkt/packet.c
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@ -30,10 +32,8 @@ add_library(eco2d-foundation STATIC
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src/world/world_view.c
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src/world/entity_view.c
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src/world/prediction.c
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src/world/worldgen/worldgen_test.c
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src/gen/assets.c
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src/gen/texgen.c
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src/ecs/systems.c
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src/ecs/components.c
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@ -0,0 +1,31 @@
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#pragma once
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#include "platform/system.h"
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typedef struct {
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float phy_walk_drag;
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uint64_t demo_npc_move_speed;
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uint64_t demo_npc_steer_speed;
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float furnace_cook_time;
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float item_pick_radius;
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float item_merger_radius;
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float item_attract_radius;
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float item_attract_force;
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float item_container_reach_radius;
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float item_drop_pickup_time;
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float item_drop_merger_time;
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float plr_move_speed;
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float plr_move_speed_mult;
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float vehicle_force;
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float vehicle_accel;
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float vehicle_decel;
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float vehicle_steer;
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float vehicle_steer_compensation;
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float vehicle_steer_revert;
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float vehicle_power;
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float vehicle_brake_force;
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float veh_enter_radius;
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} game_rulesdef;
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extern game_rulesdef game_rules;
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void rules_setup();
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@ -0,0 +1,26 @@
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#include "core/rules.h"
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game_rulesdef game_rules = (game_rulesdef){
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.phy_walk_drag = 4.23f,
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.demo_npc_move_speed = 500,
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.demo_npc_steer_speed = 300,
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.furnace_cook_time = 5.0f,
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.item_pick_radius = 25.0f,
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.item_merger_radius = 75.0f,
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.item_attract_radius = 75.0f,
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.item_attract_force = .98f,
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.item_container_reach_radius = 105.0f,
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.item_drop_pickup_time = 2.5f,
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.item_drop_merger_time = 6.5f,
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.plr_move_speed = 800.0f,
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.plr_move_speed_mult = 1.5f,
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.vehicle_force = 240.8f,
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.vehicle_accel = 0.032f,
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.vehicle_decel = 0.28f,
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.vehicle_steer = 35.89f,
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.vehicle_steer_compensation = 4.0f,
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.vehicle_steer_revert = 6.0941816f,
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.vehicle_power = 97.89f,
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.vehicle_brake_force = 0.84f,
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.veh_enter_radius = 45.0f,
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};
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@ -138,6 +138,7 @@ static debug_item items[] = {
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{ .kind = DITEM_BUTTON, .name = "spawn icemaker item", .on_click = ActSpawnIcemaker },
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{ .kind = DITEM_BUTTON, .name = "spawn chest", .on_click = ActSpawnChest },
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{ .kind = DITEM_BUTTON, .name = "spawn belt", .on_click = ActSpawnBelt },
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{ .kind = DITEM_BUTTON, .name = "spawn furnace", .on_click = ActSpawnFurnace },
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{
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.kind = DITEM_LIST,
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.name = "demo npcs",
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@ -60,6 +60,17 @@ ActSpawnBelt(void) {
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debug_replay_special_action(RPKIND_SPAWN_BELT);
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}
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void
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ActSpawnFurnace(void) {
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ecs_entity_t e = item_spawn(ASSET_FURNACE, 32);
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ecs_entity_t plr = camera_get().ent_id;
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Position const* origin = ecs_get(world_ecs(), plr, Position);
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Position * dest = ecs_get_mut(world_ecs(), e, Position);
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*dest = *origin;
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entity_set_position(e, dest->x, dest->y);
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}
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void
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ActSpawnCirclingDriver(void) {
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ecs_entity_t plr = camera_get().ent_id;
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@ -11,9 +11,10 @@ ECS_COMPONENT_DECLARE(Health);
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ECS_COMPONENT_DECLARE(Classify);
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ECS_COMPONENT_DECLARE(Vehicle);
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ECS_COMPONENT_DECLARE(IsInVehicle);
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ECS_COMPONENT_DECLARE(ItemDrop);
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ECS_COMPONENT_DECLARE(Item);
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ECS_COMPONENT_DECLARE(Inventory);
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ECS_COMPONENT_DECLARE(ItemContainer);
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ECS_COMPONENT_DECLARE(Furnace);
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ECS_COMPONENT_DECLARE(Device);
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ECS_COMPONENT_DECLARE(DemoNPC);
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ECS_COMPONENT_DECLARE(StreamInfo);
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@ -32,9 +33,10 @@ void ComponentsImport(ecs_world_t *ecs) {
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ECS_COMPONENT_DEFINE(ecs, Classify);
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ECS_COMPONENT_DEFINE(ecs, Vehicle);
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ECS_COMPONENT_DEFINE(ecs, IsInVehicle);
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ECS_COMPONENT_DEFINE(ecs, ItemDrop);
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ECS_COMPONENT_DEFINE(ecs, Item);
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ECS_COMPONENT_DEFINE(ecs, Inventory);
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ECS_COMPONENT_DEFINE(ecs, ItemContainer);
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ECS_COMPONENT_DEFINE(ecs, Furnace);
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ECS_COMPONENT_DEFINE(ecs, Device);
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ECS_COMPONENT_DEFINE(ecs, DemoNPC);
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ECS_COMPONENT_DEFINE(ecs, StreamInfo);
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@ -100,17 +100,35 @@ typedef struct {
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uint16_t kind;
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uint32_t quantity;
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float merger_time;
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} ItemDrop;
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} Item;
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typedef struct {
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ItemDrop items[ITEMS_CONTAINER_SIZE];
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uint64_t ent;
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} ItemSlot;
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typedef struct {
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ItemSlot items[ITEMS_CONTAINER_SIZE];
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float pickup_time;
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} Inventory;
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typedef struct {
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ItemDrop items[ITEMS_CONTAINER_SIZE];
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ItemSlot items[ITEMS_CONTAINER_SIZE];
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} ItemContainer;
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typedef struct {
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ItemSlot processed_item;
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float cook_time;
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float burn_time;
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} Furnace;
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// typedef struct {
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// float burn_time;
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// } Fuel;
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// typedef struct {
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// asset_id converted_kind;
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// } FuelTank;
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typedef struct {
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uint16_t asset;
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} Device;
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@ -133,9 +151,10 @@ extern ECS_COMPONENT_DECLARE(Health);
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extern ECS_COMPONENT_DECLARE(Classify);
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extern ECS_COMPONENT_DECLARE(Vehicle);
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extern ECS_COMPONENT_DECLARE(IsInVehicle);
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extern ECS_COMPONENT_DECLARE(ItemDrop);
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extern ECS_COMPONENT_DECLARE(Item);
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extern ECS_COMPONENT_DECLARE(Inventory);
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extern ECS_COMPONENT_DECLARE(ItemContainer);
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extern ECS_COMPONENT_DECLARE(Furnace);
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extern ECS_COMPONENT_DECLARE(Device);
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extern ECS_COMPONENT_DECLARE(DemoNPC);
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extern ECS_COMPONENT_DECLARE(StreamInfo);
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@ -1,15 +1,11 @@
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#define DEMO_NPC_MOVE_SPEED 500
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#define DEMO_NPC_STEER_SPEED 300
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#include <math.h>
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void DemoNPCMoveAround(ecs_iter_t *it) {
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Velocity *v = ecs_field(it, Velocity, 1);
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for (int i = 0; i < it->count; i++) {
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float d = zpl_quake_rsqrt(v[i].x*v[i].x + v[i].y*v[i].y);
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v[i].x += (v[i].x*d*DEMO_NPC_MOVE_SPEED*safe_dt(it) + zpl_cos(zpl_to_radians((float)(rand()%360)))*DEMO_NPC_STEER_SPEED*safe_dt(it));
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v[i].y += (v[i].y*d*DEMO_NPC_MOVE_SPEED*safe_dt(it) + zpl_sin(zpl_to_radians((float)(rand()%360)))*DEMO_NPC_STEER_SPEED*safe_dt(it));
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v[i].x += (v[i].x*d*game_rules.demo_npc_move_speed*safe_dt(it) + zpl_cos(zpl_to_radians((float)(rand()%360)))*game_rules.demo_npc_steer_speed*safe_dt(it));
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v[i].y += (v[i].y*d*game_rules.demo_npc_move_speed*safe_dt(it) + zpl_sin(zpl_to_radians((float)(rand()%360)))*game_rules.demo_npc_steer_speed*safe_dt(it));
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entity_wake(it->entities[i]);
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}
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@ -0,0 +1,38 @@
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void FurnaceCook(ecs_iter_t *it) {
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ItemContainer *storage = ecs_field(it, ItemContainer, 1);
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Furnace *furnace = ecs_field(it, Furnace, 2);
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Position *p = ecs_field(it, Position, 3);
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for (int i = 0; i < it->count; i++) {
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for (int j = 0; j < ITEMS_CONTAINER_SIZE; j++) {
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if (storage[i].items[j].kind == ASSET_COAL) {
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// furnace[i].fuel_level += itemdb_get(storage[i].items[j].uuid, ITEMDB_FUEL_LEVEL);
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// furnace[i].fuel_level = zpl_clamp(furnace[i].fuel_level + 0.8f, 0.0f, 1.0f);
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storage[i].items[j].quantity--;
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if (storage[i].items[j].quantity == 0) {
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storage[i].items[j] = (ItemSlot){0};
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}
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continue;
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}
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// if (furnace[i].fuel_level <= 0.0f) continue;
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if (furnace[i].cook_time < game_time()) {
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if (furnace[i].processed_item.kind > 0) {
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uint64_t e = item_spawn(furnace[i].processed_item.kind, 1);
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entity_set_position(e, p[i].x, p[i].y);
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furnace[i].processed_item.kind = 0;
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} else {
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if (storage[i].items[j].kind == ASSET_DEMO_ICEMAKER) {
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furnace[i].processed_item.kind = ASSET_BELT;
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storage[i].items[j].quantity--;
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if (storage[i].items[j].quantity == 0) {
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storage[i].items[j] = (ItemSlot){0};
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}
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furnace[i].cook_time = game_time() + game_rules.furnace_cook_time;
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}
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}
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}
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}
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}
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}
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@ -1,12 +1,5 @@
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#include "ents/items.h"
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#define ITEM_PICK_RADIUS 25.0f
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#define ITEM_MERGER_RADIUS 75.0f
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#define ITEM_ATTRACT_RADIUS 75.0f
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#define ITEM_ATTRACT_FORCE .98f
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#define ITEM_CONTAINER_REACH_RADIUS 105.0f
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void PickItem(ecs_iter_t *it) {
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Position *p = ecs_field(it, Position, 2);
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Inventory *inv = ecs_field(it, Inventory, 3);
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@ -17,44 +10,46 @@ void PickItem(ecs_iter_t *it) {
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int64_t *ents = world_chunk_query_entities(it->entities[i], &ents_count, 2);
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for (size_t j = 0; j < ents_count; j++) {
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ItemDrop *drop = 0;
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if ((drop = ecs_get_mut_if(it->world, ents[j], ItemDrop))) {
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Item *drop = 0;
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if ((drop = ecs_get_mut_if(it->world, ents[j], Item))) {
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Position *p2 = ecs_get_mut(it->world, ents[j], Position);
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Velocity *v2 = ecs_get_mut(it->world, ents[j], Velocity);
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float dx = p2->x - p[i].x;
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float dy = p2->y - p[i].y;
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float range = zpl_sqrt(dx*dx + dy*dy);
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if (range <= ITEM_PICK_RADIUS) {
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if (range <= game_rules.item_pick_radius) {
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uint16_t drop_id = item_find(drop->kind);
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for (size_t k = 0; k < ITEMS_INVENTORY_SIZE; k += 1) {
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ItemDrop *item = &inv[i].items[k];
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ItemSlot *item_slot = &inv[i].items[k];
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Item *item = item_get_data(item_slot->ent);
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uint16_t item_id = item_find(item->kind);
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if (item_id != ASSET_INVALID && (item->quantity == 0 || (item->quantity != 0 && item->kind == drop->kind)) && item->quantity < item_max_quantity(drop_id)) {
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if (item_id != ASSET_INVALID && (item->quantity == 0 || (item->quantity != 0 && item->kind == drop->kind)) && item->quantity < item_max_quantity(drop_id)
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&& (item_slot->ent == 0 || item_slot->ent == ents[j])) {
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uint32_t picked_count = zpl_max(0, drop->quantity);
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picked_count = zpl_clamp(picked_count, 0, item_max_quantity(drop_id) - item->quantity);
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item_slot->ent = ents[j];
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item->quantity += picked_count;
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drop->quantity -= picked_count;
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item->kind = drop->kind;
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entity_wake(ents[j]);
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if (drop->quantity == 0)
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item_despawn(ents[j]);
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item_show(ents[j], false);
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item_slot->ent = ents[j];
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break;
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}
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}
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} else if (range <= ITEM_ATTRACT_RADIUS) {
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v2->x = (p[i].x - p2->x) * ITEM_ATTRACT_FORCE;
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v2->y = (p[i].y - p2->y) * ITEM_ATTRACT_FORCE;
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} else if (range <= game_rules.item_attract_radius) {
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v2->x = (p[i].x - p2->x) * game_rules.item_attract_force;
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v2->y = (p[i].y - p2->y) * game_rules.item_attract_force;
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}
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}
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}
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}
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}
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#define ITEM_DROP_PICKUP_TIME 2.5f
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#define ITEM_DROP_MERGER_TIME 6.5f
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void DropItem(ecs_iter_t *it) {
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Input *in = ecs_field(it, Input, 1);
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Position *p = ecs_field(it, Position, 2);
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@ -63,7 +58,7 @@ void DropItem(ecs_iter_t *it) {
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for (int i = 0; i < it->count; i++) {
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if (!in[i].drop) continue;
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ItemDrop *items = inv[i].items;
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ItemSlot *items = inv[i].items;
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if (in[i].storage_action){
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if (world_entity_valid(in[i].storage_ent)){
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@ -78,9 +73,10 @@ void DropItem(ecs_iter_t *it) {
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}
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}
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ItemDrop *item = &items[in[i].storage_action ? in[i].storage_selected_item : in[i].selected_item];
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ItemSlot *item_slot = &items[in[i].storage_action ? in[i].storage_selected_item : in[i].selected_item];
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Item *item = item_get_data(item_slot->ent);
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if (item->quantity <= 0)
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if (!item || item->quantity <= 0)
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continue;
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uint32_t dropped_count = item->quantity;
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@ -93,14 +89,15 @@ void DropItem(ecs_iter_t *it) {
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if (dropped_count == 0)
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continue;
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ecs_entity_t te = item_spawn(item->kind, dropped_count);
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ecs_entity_t te = item_slot->ent;
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item_show(item_slot->ent, true);
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item->quantity -= dropped_count;
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ItemDrop *d = ecs_get_mut(world_ecs(), te, ItemDrop);
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*d = (ItemDrop){
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.kind = item->kind,
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.quantity = dropped_count,
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.merger_time = game_time() + ITEM_DROP_MERGER_TIME,
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.merger_time = game_time() + game_rules.item_drop_merger_time,
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};
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Position *ipos = ecs_get_mut(it->world, te, Position);
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@ -110,7 +107,7 @@ void DropItem(ecs_iter_t *it) {
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v->x = in[i].mx * 800.0f;
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v->y = in[i].my * 800.0f;
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inv[i].pickup_time = game_time() + ITEM_DROP_PICKUP_TIME;
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inv[i].pickup_time = game_time() + game_rules.item_drop_pickup_time;
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in[i].drop = false;
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if (item->quantity == 0) {
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@ -143,7 +140,7 @@ void MergeItems(ecs_iter_t *it) {
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float dx = p2->x - (p[i].x);
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float dy = p2->y - (p[i].y);
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float range = zpl_sqrt(dx*dx + dy*dy);
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if (range <= ITEM_MERGER_RADIUS) {
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if (range <= game_rules.item_merger_radius) {
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drop->quantity += item->quantity;
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item_despawn(it->entities[i]);
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break;
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@ -330,7 +327,7 @@ void HarvestIntoContainers(ecs_iter_t *it) {
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float dx = p2->x - p[i].x;
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float dy = p2->y - p[i].y;
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float range = zpl_sqrt(dx*dx + dy*dy);
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if (range <= ITEM_PICK_RADIUS) {
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if (range <= game_rules.item_pick_radius) {
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uint16_t drop_id = item_find(drop->kind);
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for (size_t k = 0; k < ITEMS_CONTAINER_SIZE; k += 1) {
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ItemDrop *item = &in->items[k];
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@ -1,8 +1,5 @@
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#include "ents/entity.h"
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#define PLR_MOVE_SPEED 800.0f
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#define PLR_MOVE_SPEED_MULT 1.5f
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|
||||
void MovementImpulse(ecs_iter_t *it) {
|
||||
Input *in = ecs_field(it, Input, 1);
|
||||
Velocity *v = ecs_field(it, Velocity, 2);
|
||||
|
@ -11,7 +8,7 @@ void MovementImpulse(ecs_iter_t *it) {
|
|||
for (int i = 0; i < it->count; i++) {
|
||||
world_block_lookup lookup = world_block_from_realpos(p[i].x, p[i].y);
|
||||
float drag = zpl_clamp(blocks_get_drag(lookup.bid), 0.0f, 1.0f);
|
||||
float speed = PLR_MOVE_SPEED * (in[i].sprint ? PLR_MOVE_SPEED_MULT : 1.0f);
|
||||
float speed = game_rules.plr_move_speed * (in[i].sprint ? game_rules.plr_move_speed_mult : 1.0f);
|
||||
v[i].x += in[i].x*speed*drag*safe_dt(it);
|
||||
v[i].y -= in[i].y*speed*drag*safe_dt(it);
|
||||
|
||||
|
|
|
@ -1,8 +1,6 @@
|
|||
#include "debug/debug_draw.h"
|
||||
#include "ents/entity.h"
|
||||
|
||||
#define VEH_ENTER_RADIUS 45.0f
|
||||
|
||||
void LeaveVehicle(ecs_iter_t *it) {
|
||||
Input *in = ecs_field(it, Input, 1);
|
||||
IsInVehicle *vehp = ecs_field(it, IsInVehicle, 2);
|
||||
|
@ -58,7 +56,7 @@ void EnterVehicle(ecs_iter_t *it) {
|
|||
float dx = p2->x - p[i].x;
|
||||
float dy = p2->y - p[i].y;
|
||||
float range = zpl_sqrt(dx*dx + dy*dy);
|
||||
if (range <= VEH_ENTER_RADIUS) {
|
||||
if (range <= game_rules.veh_enter_radius) {
|
||||
for (int k = 0; k < 4; k++) {
|
||||
if (veh->seats[k] != 0) continue;
|
||||
|
||||
|
@ -78,15 +76,6 @@ void EnterVehicle(ecs_iter_t *it) {
|
|||
}
|
||||
}
|
||||
|
||||
#define VEHICLE_FORCE 240.8f
|
||||
#define VEHICLE_ACCEL 0.032f
|
||||
#define VEHICLE_DECEL 0.28f
|
||||
#define VEHICLE_STEER 35.89f
|
||||
#define VEHICLE_STEER_COMPENSATION 4.0f
|
||||
#define VEHICLE_STEER_REVERT 6.0941816f
|
||||
#define VEHICLE_POWER 97.89f
|
||||
#define VEHICLE_BRAKE_FORCE 0.84f
|
||||
|
||||
void VehicleHandling(ecs_iter_t *it) {
|
||||
Vehicle *veh = ecs_field(it, Vehicle, 1);
|
||||
Position *p = ecs_field(it, Position, 2);
|
||||
|
@ -108,16 +97,16 @@ void VehicleHandling(ecs_iter_t *it) {
|
|||
if (j == 0) {
|
||||
Input const* in = ecs_get(it->world, pe, Input);
|
||||
|
||||
car->force += zpl_lerp(0.0f, in->y * VEHICLE_FORCE, (zpl_sign(in->y) == zpl_sign(car->force) ? 1.0f : 3.0f) * VEHICLE_ACCEL*safe_dt(it));
|
||||
car->force += zpl_lerp(0.0f, in->y * game_rules.vehicle_force, (zpl_sign(in->y) == zpl_sign(car->force) ? 1.0f : 3.0f) * game_rules.vehicle_accel*safe_dt(it));
|
||||
if (in->sprint) {
|
||||
car->force = zpl_lerp(car->force, 0.0f, VEHICLE_BRAKE_FORCE*safe_dt(it));
|
||||
car->force = zpl_lerp(car->force, 0.0f, game_rules.vehicle_brake_force*safe_dt(it));
|
||||
|
||||
if (zpl_abs(car->force) < 5.5f)
|
||||
car->force = 0.0f;
|
||||
}
|
||||
float steer_mod = (1 - zpl_abs(car->force) / car->speed) + VEHICLE_STEER_COMPENSATION * safe_dt(it);
|
||||
car->steer = zpl_lerp(car->steer, 0.0f, safe_dt(it)*VEHICLE_STEER_REVERT);
|
||||
car->steer += (in->x * VEHICLE_STEER * steer_mod)*safe_dt(it);
|
||||
float steer_mod = (1 - zpl_abs(car->force) / car->speed) + game_rules.vehicle_steer_compensation * safe_dt(it);
|
||||
car->steer = zpl_lerp(car->steer, 0.0f, safe_dt(it)*game_rules.vehicle_steer_revert);
|
||||
car->steer += (in->x * game_rules.vehicle_steer * steer_mod)*safe_dt(it);
|
||||
car->steer = zpl_clamp(car->steer, -60.0f, 60.0f);
|
||||
}
|
||||
}
|
||||
|
@ -134,10 +123,10 @@ void VehicleHandling(ecs_iter_t *it) {
|
|||
world_block_lookup lookup = world_block_from_realpos(p[i].x, p[i].y);
|
||||
float drag = zpl_clamp(blocks_get_drag(lookup.bid), 0.0f, 1.0f);
|
||||
|
||||
bk_x += car->force * drag * zpl_cos(car->heading) * safe_dt(it)*VEHICLE_POWER;
|
||||
bk_y += car->force * drag * zpl_sin(car->heading) * safe_dt(it)*VEHICLE_POWER;
|
||||
fr_x += car->force * drag * zpl_cos(car->heading + zpl_to_radians(car->steer)) * safe_dt(it)*VEHICLE_POWER;
|
||||
fr_y += car->force * drag * zpl_sin(car->heading + zpl_to_radians(car->steer)) * safe_dt(it)*VEHICLE_POWER;
|
||||
bk_x += car->force * drag * zpl_cos(car->heading) * safe_dt(it)*game_rules.vehicle_power;
|
||||
bk_y += car->force * drag * zpl_sin(car->heading) * safe_dt(it)*game_rules.vehicle_power;
|
||||
fr_x += car->force * drag * zpl_cos(car->heading + zpl_to_radians(car->steer)) * safe_dt(it)*game_rules.vehicle_power;
|
||||
fr_y += car->force * drag * zpl_sin(car->heading + zpl_to_radians(car->steer)) * safe_dt(it)*game_rules.vehicle_power;
|
||||
|
||||
v[i].x += ((fr_x + bk_x) / 2.0f - p[i].x);
|
||||
v[i].y += ((fr_y + bk_y) / 2.0f - p[i].y);
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
#include "platform/profiler.h"
|
||||
#include "debug/debug_draw.h"
|
||||
#include "core/game.h"
|
||||
#include "core/rules.h"
|
||||
|
||||
#define PHY_BLOCK_COLLISION 1
|
||||
#define PHY_WALK_DRAG 4.23f
|
||||
|
@ -15,6 +16,7 @@
|
|||
#include "modules/system_demo.c"
|
||||
#include "modules/system_vehicle.c"
|
||||
#include "modules/system_items.c"
|
||||
#include "modules/system_furnace.c"
|
||||
|
||||
static inline float physics_correction(float x, float vx, float bounce) {
|
||||
float r = (((zpl_max(0.0f, (WORLD_BLOCK_SIZE/2.0f) - zpl_abs(x))*zpl_sign(x)))*(WORLD_BLOCK_SIZE/2.0f));
|
||||
|
@ -216,6 +218,7 @@ void SystemsImport(ecs_world_t *ecs) {
|
|||
ECS_SYSTEM(ecs, UseItem, EcsPostUpdate, components.Input, components.Position, components.Inventory, !components.IsInVehicle);
|
||||
ECS_SYSTEM(ecs, InspectContainers, EcsPostUpdate, components.Input, !components.IsInVehicle);
|
||||
ECS_SYSTEM(ecs, HarvestIntoContainers, EcsPostUpdate, components.ItemContainer, components.Position);
|
||||
ECS_SYSTEM(ecs, FurnaceCook, EcsPostUpdate, components.ItemContainer, components.Furnace, components.Position);
|
||||
|
||||
ECS_SYSTEM(ecs, ResetActivators, EcsPostUpdate, components.Input);
|
||||
|
||||
|
|
|
@ -1,11 +1,13 @@
|
|||
// NOTE(zaklaus): access to spawners
|
||||
#include "ents/storage.h"
|
||||
#include "ents/furnace.h"
|
||||
|
||||
static struct {
|
||||
asset_id id;
|
||||
uint64_t (*proc)();
|
||||
} entity_spawnlist[] = {
|
||||
{ .id = ASSET_CHEST, .proc = storage_spawn }
|
||||
{ .id = ASSET_CHEST, .proc = storage_spawn },
|
||||
{ .id = ASSET_FURNACE, .proc = furnace_spawn }
|
||||
};
|
||||
|
||||
#define MAX_ENTITY_SPAWNDEFS ((sizeof(entity_spawnlist))/(sizeof(entity_spawnlist[0])))
|
||||
|
|
|
@ -0,0 +1,23 @@
|
|||
#include "ents/furnace.h"
|
||||
#include "ents/device.h"
|
||||
#include "ents/entity.h"
|
||||
#include "world/entity_view.h"
|
||||
#include "world/world.h"
|
||||
|
||||
#include "ecs/components.h"
|
||||
|
||||
uint64_t furnace_spawn(void) {
|
||||
ecs_entity_t e = device_spawn(ASSET_FURNACE);
|
||||
|
||||
ItemContainer *storage = ecs_get_mut(world_ecs(), e, ItemContainer);
|
||||
*storage = (ItemContainer){0};
|
||||
|
||||
Furnace *furnace = ecs_get_mut(world_ecs(), e, Furnace);
|
||||
*furnace = (Furnace){0};
|
||||
furnace->burn_time = 69.0f;
|
||||
return (uint64_t)e;
|
||||
}
|
||||
|
||||
void furnace_despawn(uint64_t ent_id) {
|
||||
entity_despawn(ent_id);
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
#pragma once
|
||||
|
||||
#include "platform/system.h"
|
||||
|
||||
uint64_t furnace_spawn(void);
|
||||
void furnace_despawn(uint64_t id);
|
||||
|
|
@ -24,11 +24,16 @@ static inline asset_id item_fix_kind(asset_id id) {
|
|||
return items[item_find(id)].kind;
|
||||
}
|
||||
|
||||
void item_show(uint64_t ent, bool show) {
|
||||
Classify *c = ecs_get_mut(world_ecs(), ent, Classify);
|
||||
c->id = show ? EKIND_ITEM : EKIND_SERVER;
|
||||
}
|
||||
|
||||
uint64_t item_spawn(asset_id kind, uint32_t qty) {
|
||||
ecs_entity_t e = entity_spawn(EKIND_ITEM);
|
||||
|
||||
ItemDrop *d = ecs_get_mut(world_ecs(), e, ItemDrop);
|
||||
*d = (ItemDrop){
|
||||
Item *d = ecs_get_mut(world_ecs(), e, Item);
|
||||
*d = (Item){
|
||||
.kind = item_fix_kind(kind),
|
||||
.quantity = qty,
|
||||
.merger_time = 0,
|
||||
|
@ -45,11 +50,16 @@ item_id item_find(asset_id kind) {
|
|||
return ASSET_INVALID;
|
||||
}
|
||||
|
||||
void item_use(ecs_world_t *ecs, ItemDrop *it, Position p, uint64_t udata) {
|
||||
Item *item_get_data(uint64_t ent) {
|
||||
return ecs_get_mut(world_ecs(), ent, Item);
|
||||
}
|
||||
|
||||
void item_use(ecs_world_t *ecs, ItemSlot *it, Position p, uint64_t udata) {
|
||||
(void)ecs;
|
||||
uint16_t it_id = item_find(it->kind);
|
||||
Item *d = item_get_data(it->ent);
|
||||
uint16_t it_id = d->kind;
|
||||
item_desc *desc = &items[it_id];
|
||||
if (it->quantity <= 0) return;
|
||||
if (it->ent == 0) return;
|
||||
switch (item_get_usage(it_id)) {
|
||||
case UKIND_HOLD: /* NOOP */ break;
|
||||
case UKIND_PLACE:{
|
||||
|
@ -61,7 +71,7 @@ void item_use(ecs_world_t *ecs, ItemDrop *it, Position p, uint64_t udata) {
|
|||
|
||||
// NOTE(zaklaus): If we replace the same item, refund 1 qty and let it replace it
|
||||
if (item_asset_id == it_id) {
|
||||
it->quantity++;
|
||||
d->quantity++;
|
||||
} else {
|
||||
return;
|
||||
}
|
||||
|
@ -71,7 +81,7 @@ void item_use(ecs_world_t *ecs, ItemDrop *it, Position p, uint64_t udata) {
|
|||
return;
|
||||
}
|
||||
world_chunk_replace_block(l.chunk_id, l.id, blocks_find(desc->place.kind + (asset_id)udata));
|
||||
it->quantity--;
|
||||
d->quantity--;
|
||||
}break;
|
||||
|
||||
case UKIND_PLACE_ITEM:{
|
||||
|
@ -88,7 +98,7 @@ void item_use(ecs_world_t *ecs, ItemDrop *it, Position p, uint64_t udata) {
|
|||
ZPL_ASSERT(world_entity_valid(e));
|
||||
entity_set_position(e, p.x, p.y);
|
||||
|
||||
it->quantity--;
|
||||
d->quantity--;
|
||||
}break;
|
||||
|
||||
|
||||
|
|
|
@ -21,6 +21,7 @@ typedef struct {
|
|||
asset_id kind;
|
||||
item_usage usage;
|
||||
uint32_t max_quantity;
|
||||
bool unique;
|
||||
|
||||
// NOTE(zaklaus): usage data
|
||||
union {
|
||||
|
@ -42,12 +43,15 @@ typedef struct {
|
|||
typedef uint16_t item_id;
|
||||
|
||||
// NOTE(zaklaus): item drops
|
||||
void item_show(uint64_t ent, bool show);
|
||||
|
||||
uint64_t item_spawn(asset_id kind, uint32_t qty);
|
||||
void item_despawn(uint64_t id);
|
||||
|
||||
// NOTE(zaklaus): items
|
||||
item_id item_find(asset_id kind);
|
||||
void item_use(ecs_world_t *ecs, ItemDrop *it, Position p, uint64_t udata);
|
||||
void item_use(ecs_world_t *ecs, ItemSlot *it, Position p, uint64_t udata);
|
||||
Item *item_get_data(uint64_t ent);
|
||||
|
||||
uint32_t item_max_quantity(item_id id);
|
||||
item_usage item_get_usage(item_id id);
|
||||
|
|
|
@ -16,4 +16,5 @@ static item_desc items[] = {
|
|||
ITEM_PROXY(ASSET_BELT_DOWN, ASSET_BELT),
|
||||
|
||||
ITEM_ENT(ASSET_CHEST, 32, ASSET_CHEST),
|
||||
ITEM_ENT(ASSET_FURNACE, 32, ASSET_FURNACE),
|
||||
};
|
||||
|
|
|
@ -13,6 +13,7 @@ typedef enum {
|
|||
ASSET_PLAYER,
|
||||
ASSET_THING,
|
||||
ASSET_CHEST,
|
||||
ASSET_FURNACE,
|
||||
|
||||
// NOTE(zaklaus): items
|
||||
ASSET_DEMO_ICEMAKER,
|
||||
|
@ -30,6 +31,9 @@ typedef enum {
|
|||
ASSET_HOLE,
|
||||
ASSET_WOOD,
|
||||
ASSET_TREE,
|
||||
ASSET_COAL,
|
||||
ASSET_IRON_ORE,
|
||||
ASSET_IRON_INGOT,
|
||||
|
||||
ASSET_BELT,
|
||||
ASSET_BELT_LEFT,
|
||||
|
|
|
@ -16,6 +16,7 @@ static asset assets[] = {
|
|||
ASSET_TEX(ASSET_BUILDMODE_HIGHLIGHT),
|
||||
ASSET_TEX(ASSET_DEMO_ICEMAKER),
|
||||
ASSET_TEX(ASSET_CHEST),
|
||||
ASSET_TEX(ASSET_FURNACE),
|
||||
|
||||
// NOTE(zaklaus): blocks
|
||||
ASSET_TEX(ASSET_FENCE),
|
||||
|
|
|
@ -1,2 +0,0 @@
|
|||
// NOTE(zaklaus): contains collection of packed images used by texgen
|
||||
// TODO(zaklaus): we will use files for now
|
|
@ -0,0 +1,13 @@
|
|||
#pragma once
|
||||
#include "platform/system.h"
|
||||
#include "world/entity_view.h"
|
||||
#include "raylib.h"
|
||||
|
||||
void renderer_draw(void);
|
||||
void renderer_init(void);
|
||||
void renderer_shutdown(void);
|
||||
void renderer_debug_draw(void);
|
||||
float renderer_zoom_get(void);
|
||||
void renderer_draw_single(float x, float y, asset_id id, Color color);
|
||||
void renderer_bake_chunk(uint64_t key, entity_view * data);
|
||||
void renderer_switch(int kind);
|
|
@ -6,7 +6,7 @@
|
|||
#include "world/entity_view.h"
|
||||
#include "debug/debug_replay.h"
|
||||
#include "ents/items.h"
|
||||
#include "world/worldgen/worldgen.h"
|
||||
#include "world/worldgen.h"
|
||||
#include "platform/platform.h"
|
||||
#include "platform/profiler.h"
|
||||
#include "core/game.h"
|
||||
|
@ -249,7 +249,7 @@ void world_init_mapping(void) {
|
|||
|
||||
static inline
|
||||
void world_generate_instance(void) {
|
||||
int32_t world_build_status = worldgen_test(&world);
|
||||
int32_t world_build_status = worldgen_build(&world);
|
||||
ZPL_ASSERT(world_build_status >= 0);
|
||||
|
||||
for (int i = 0; i < zpl_square(world.dim); ++i) {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#pragma once
|
||||
#include "platform/system.h"
|
||||
|
||||
int32_t worldgen_test(void *world);
|
||||
int32_t worldgen_build(void *world);
|
|
@ -1,2 +1,3 @@
|
|||
add_subdirectory(sandbox)
|
||||
add_subdirectory(minimal)
|
||||
add_subdirectory(minimal_3d)
|
||||
|
|
|
@ -1,6 +1,9 @@
|
|||
add_executable(minimal
|
||||
src/main.c
|
||||
src/platform.c
|
||||
src/worldgen.c
|
||||
src/texgen.c
|
||||
src/rules.c
|
||||
)
|
||||
|
||||
target_compile_definitions(minimal PRIVATE CLIENT)
|
||||
|
|
|
@ -29,12 +29,9 @@ static uint16_t screenHeight = 768;
|
|||
static float target_zoom = 0.6f;
|
||||
static bool request_shutdown;
|
||||
|
||||
#define GFX_KIND 2
|
||||
#include "renderers/renderer_bridge.c"
|
||||
#include "renderer.c"
|
||||
|
||||
// NOTE(zaklaus): add-ins
|
||||
#include "gui/build_mode.c"
|
||||
#include "gui/inventory.c"
|
||||
bool inv_is_open = false;
|
||||
|
||||
void platform_init() {
|
||||
SetTraceLogLevel(LOG_ERROR);
|
||||
|
@ -51,25 +48,9 @@ void platform_init() {
|
|||
screenWidth = (uint16_t)GetScreenWidth();
|
||||
screenHeight = (uint16_t)GetScreenHeight();
|
||||
#endif
|
||||
// ToggleFullscreen();
|
||||
// SetTargetFPS(60.0);
|
||||
|
||||
renderer_init();
|
||||
}
|
||||
|
||||
inline static
|
||||
void display_conn_status() {
|
||||
if (game_is_networked()) {
|
||||
if (network_client_is_connected()) {
|
||||
DrawText("Connection: online", 5, 5, 12, GREEN);
|
||||
} else {
|
||||
DrawText("Connection: offline", 5, 5, 12, RED);
|
||||
}
|
||||
} else {
|
||||
DrawText("Connection: single-player", 5, 5, 12, BLUE);
|
||||
}
|
||||
}
|
||||
|
||||
void platform_shutdown() {
|
||||
renderer_shutdown();
|
||||
CloseWindow();
|
||||
|
@ -79,54 +60,16 @@ uint8_t platform_is_running() {
|
|||
return !WindowShouldClose();
|
||||
}
|
||||
|
||||
void platform_get_block_realpos(float *x, float *y){
|
||||
camera cam = camera_get();
|
||||
Vector2 mpos = GetMousePosition();
|
||||
entity_view *e = game_world_view_active_get_entity(cam.ent_id);
|
||||
if (!e) return;
|
||||
float zoom = renderer_zoom_get();
|
||||
mpos.x -= screenWidth/2.0f;
|
||||
mpos.y -= screenHeight/2.0f;
|
||||
cam.x += mpos.x*(1.0f/zoom);
|
||||
cam.y += mpos.y*(1.0f/zoom);
|
||||
cam.x = ((int32_t)cam.x / (int32_t)(WORLD_BLOCK_SIZE)) * WORLD_BLOCK_SIZE;
|
||||
cam.y = ((int32_t)cam.y / (int32_t)(WORLD_BLOCK_SIZE)) * WORLD_BLOCK_SIZE;
|
||||
cam.x += WORLD_BLOCK_SIZE/2.0f;
|
||||
cam.y += WORLD_BLOCK_SIZE/2.0f;
|
||||
if (x) *x = (float)cam.x;
|
||||
if (y) *y = (float)cam.y;
|
||||
}
|
||||
|
||||
static game_keystate_data last_input_data = {0};
|
||||
static pkt_send_blockpos last_blockpos_data = {0};
|
||||
|
||||
inline static
|
||||
void platform_input_update_input_frame(game_keystate_data data) {
|
||||
float mx = 0, my = 0;
|
||||
platform_get_block_realpos(&mx, &my);
|
||||
|
||||
if (mx != last_blockpos_data.mx || my != last_blockpos_data.my){
|
||||
last_blockpos_data.mx = mx;
|
||||
last_blockpos_data.my = my;
|
||||
game_action_send_blockpos(mx, my);
|
||||
}
|
||||
|
||||
// NOTE(zaklaus): Test if there are any changes
|
||||
if (data.x != last_input_data.x) goto send_data;
|
||||
if (data.y != last_input_data.y) goto send_data;
|
||||
if (data.use != last_input_data.use) goto send_data;
|
||||
if (data.sprint != last_input_data.sprint) goto send_data;
|
||||
if (data.ctrl != last_input_data.ctrl) goto send_data;
|
||||
if (data.pick != last_input_data.pick) goto send_data;
|
||||
if (data.storage_action != last_input_data.storage_action) goto send_data;
|
||||
if (data.selected_item != last_input_data.selected_item) goto send_data;
|
||||
if (data.drop != last_input_data.drop) goto send_data;
|
||||
if (data.swap != last_input_data.swap) goto send_data;
|
||||
if (data.swap_from != last_input_data.swap_from) goto send_data;
|
||||
if (data.swap_to != last_input_data.swap_to) goto send_data;
|
||||
if (data.placement_num != last_input_data.placement_num) goto send_data;
|
||||
if (data.deletion_mode != last_input_data.deletion_mode) goto send_data;
|
||||
if (zpl_memcompare(data.placements, last_input_data.placements, zpl_size_of(data.placements))) goto send_data;
|
||||
return;
|
||||
|
||||
send_data:
|
||||
|
@ -153,7 +96,6 @@ void platform_input() {
|
|||
use = IsKeyPressed(KEY_SPACE);
|
||||
sprint = IsKeyDown(KEY_LEFT_SHIFT) || IsKeyDown(KEY_RIGHT_SHIFT);
|
||||
ctrl = IsKeyDown(KEY_LEFT_CONTROL) || IsKeyDown(KEY_RIGHT_CONTROL);
|
||||
drop = IsKeyPressed(KEY_G) || player_inv.drop_item || storage_inv.drop_item;
|
||||
|
||||
// NOTE(zaklaus): NEW! mouse movement
|
||||
Vector2 mouse_pos = GetMousePosition();
|
||||
|
@ -168,12 +110,6 @@ void platform_input() {
|
|||
y = -mouse_pos.y;
|
||||
}
|
||||
|
||||
inv_keystate *inv = (inv_is_storage_action) ? &storage_inv : &player_inv;
|
||||
inv_keystate *inv2 = (!inv_is_storage_action) ? &storage_inv : &player_inv;
|
||||
|
||||
// NOTE(zaklaus): don't perform picking if we manipulate our inventories
|
||||
pick = (inv_is_inside||inv->item_is_held||inv2->item_is_held) ? false : IsMouseButtonDown(MOUSE_LEFT_BUTTON);
|
||||
|
||||
game_keystate_data in_data = {
|
||||
.x = x,
|
||||
.y = y,
|
||||
|
@ -182,73 +118,10 @@ void platform_input() {
|
|||
.use = use,
|
||||
.sprint = sprint,
|
||||
.ctrl = ctrl,
|
||||
.pick = pick,
|
||||
|
||||
.drop = drop,
|
||||
.storage_action = inv_is_storage_action,
|
||||
.selected_item = player_inv.selected_item,
|
||||
.storage_selected_item = storage_inv.selected_item,
|
||||
.swap = inv->swap,
|
||||
.swap_storage = inv_swap_storage,
|
||||
.swap_from = inv->swap_from,
|
||||
.swap_to = inv->swap_to,
|
||||
|
||||
.deletion_mode = build_is_deletion_mode,
|
||||
};
|
||||
|
||||
if (build_submit_placements) {
|
||||
in_data.placement_num = build_num_placements;
|
||||
zpl_memcopy(in_data.placements, build_placements, build_num_placements*zpl_size_of(item_placement));
|
||||
}
|
||||
|
||||
platform_input_update_input_frame(in_data);
|
||||
}
|
||||
|
||||
// NOTE(zaklaus): cycle through viewers
|
||||
{
|
||||
if (IsKeyPressed(KEY_Q)) {
|
||||
game_world_view_cycle_active(-1);
|
||||
}
|
||||
else if (IsKeyPressed(KEY_E)) {
|
||||
game_world_view_cycle_active(1);
|
||||
}
|
||||
}
|
||||
|
||||
// NOTE(zaklaus): switch render modes
|
||||
{
|
||||
if (IsKeyPressed(KEY_O)) {
|
||||
renderer_switch(1-gfx_kind);
|
||||
}
|
||||
}
|
||||
|
||||
// NOTE(zaklaus): toggle debug drawing
|
||||
#ifndef ECO2D_PROD
|
||||
{
|
||||
if (IsKeyPressed(KEY_T)) {
|
||||
debug_draw_enable(!debug_draw_state());
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void draw_selected_item() {
|
||||
camera cam = camera_get();
|
||||
entity_view *oe = game_world_view_active_get_entity(cam.ent_id);
|
||||
if (oe) {
|
||||
// NOTE(zaklaus): sel item
|
||||
entity_view *e = game_world_view_active_get_entity(oe->sel_ent);
|
||||
|
||||
if (e && e->kind == EKIND_DEVICE) {
|
||||
renderer_draw_single(e->x, e->y, ASSET_BLANK, ColorAlpha(RED, 0.4f));
|
||||
}else{
|
||||
// NOTE(zaklaus): hover item
|
||||
entity_view *e = game_world_view_active_get_entity(oe->pick_ent);
|
||||
|
||||
if (e && e->kind == EKIND_DEVICE) {
|
||||
renderer_draw_single(e->x, e->y, ASSET_BLANK, ColorAlpha(RED, 0.1f));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void platform_render() {
|
||||
|
@ -276,16 +149,7 @@ void platform_render() {
|
|||
{
|
||||
profile (PROF_RENDER) {
|
||||
renderer_draw();
|
||||
draw_selected_item();
|
||||
}
|
||||
renderer_debug_draw();
|
||||
{
|
||||
// NOTE(zaklaus): add-ins
|
||||
buildmode_draw();
|
||||
inventory_draw();
|
||||
}
|
||||
display_conn_status();
|
||||
debug_draw();
|
||||
}
|
||||
EndDrawing();
|
||||
|
||||
|
|
|
@ -0,0 +1,204 @@
|
|||
static Camera2D render_camera;
|
||||
static float zoom_overlay_tran = 0.0f;
|
||||
|
||||
#define CAM_OVERLAY_ZOOM_LEVEL 0.15f
|
||||
#define ALPHA(x) ColorAlpha(x, data->tran_time)
|
||||
|
||||
float zpl_lerp(float,float,float);
|
||||
float zpl_to_degrees(float);
|
||||
|
||||
void DrawNametag(const char* name, uint64_t key, entity_view *data, float x, float y) {
|
||||
float size = 16.f;
|
||||
float font_size = lerp(4.0f, 32.0f, 0.5f/(float)render_camera.zoom);
|
||||
float font_spacing = 1.1f;
|
||||
float title_bg_offset = 4;
|
||||
float fixed_title_offset = 8.f;
|
||||
float health = (data->hp / data->max_hp);
|
||||
const char *title = TextFormat("%s %llu", name, key);
|
||||
float title_w = MeasureTextEco(title, font_size, font_spacing);
|
||||
DrawRectangleEco(x-title_w/2.f-title_bg_offset/2.f, y-size-font_size-fixed_title_offset, title_w+title_bg_offset, font_size, ColorAlpha(BLACK, data->tran_time));
|
||||
DrawRectangleEco(x-title_w/2.f-title_bg_offset/2.f, y-size-fixed_title_offset, title_w*health+title_bg_offset, font_size*0.2f, ColorAlpha(RED, data->tran_time));
|
||||
DrawTextEco(title, x-title_w/2.f, y-size-font_size-fixed_title_offset, font_size, ColorAlpha(RAYWHITE, data->tran_time), font_spacing);
|
||||
}
|
||||
|
||||
void DEBUG_draw_ground(uint64_t key, entity_view * data) {
|
||||
switch (data->kind) {
|
||||
case EKIND_CHUNK: {
|
||||
world_view *view = game_world_view_get_active();
|
||||
float size = (float)(view->chunk_size * WORLD_BLOCK_SIZE);
|
||||
float offset = 0.0;
|
||||
|
||||
float x = data->x * size + offset;
|
||||
float y = data->y * size + offset;
|
||||
|
||||
RenderTexture2D tex = GetChunkTexture(key);
|
||||
float scale = (size)/(float)(tex.texture.width);
|
||||
tex.texture.width *= (int32_t)scale;
|
||||
tex.texture.height *= (int32_t)scale;
|
||||
DrawTextureRec(tex.texture, (Rectangle){0, 0, size, -size}, (Vector2){x, y}, ColorAlpha(WHITE, data->tran_time));
|
||||
|
||||
for (size_t ty = 0; ty < view->chunk_size; ty++) {
|
||||
for (size_t tx = 0; tx < view->chunk_size; tx++) {
|
||||
block_id blk_id = data->outer_blocks[(ty*view->chunk_size)+tx];
|
||||
if (blk_id != 0) {
|
||||
DrawTextureRec(GetBlockImage(blk_id), ASSET_SRC_RECT(), (Vector2){x+tx*WORLD_BLOCK_SIZE, y+ty*WORLD_BLOCK_SIZE}, ColorAlpha(WHITE, data->tran_time));
|
||||
}
|
||||
}
|
||||
}
|
||||
}break;
|
||||
|
||||
default:break;
|
||||
}
|
||||
}
|
||||
|
||||
void DEBUG_draw_overlay(uint64_t key, entity_view * data) {
|
||||
switch (data->kind) {
|
||||
case EKIND_CHUNK: {
|
||||
world_view *view = game_world_view_get_active();
|
||||
float size = (float)(view->chunk_size * WORLD_BLOCK_SIZE);
|
||||
float offset = 0.0;
|
||||
|
||||
float x = data->x * size + offset;
|
||||
float y = data->y * size + offset;
|
||||
|
||||
DrawRectangleEco(x, y, size-offset, size-offset, ColorAlpha(ColorFromHSV((float)data->color, 0.13f, 0.89f), data->tran_time*zoom_overlay_tran*0.75f));
|
||||
DrawTextEco(TextFormat("%d %d", (int)data->x, (int)data->y), x+15.0f, y+15.0f, 200 , ColorAlpha(BLACK, data->tran_time*zoom_overlay_tran), 0.0);
|
||||
}break;
|
||||
|
||||
default:break;
|
||||
}
|
||||
}
|
||||
|
||||
extern bool inv_is_open;
|
||||
|
||||
void DEBUG_draw_entities(uint64_t key, entity_view * data) {
|
||||
float size = 16.f;
|
||||
|
||||
switch (data->kind) {
|
||||
case EKIND_DEMO_NPC: {
|
||||
float x = data->x;
|
||||
float y = data->y;
|
||||
DrawNametag("Demo", key, data, x, y);
|
||||
DrawCircleEco(x, y, size, ColorAlpha(BLUE, data->tran_time));
|
||||
}break;
|
||||
case EKIND_PLAYER: {
|
||||
float x = data->x;
|
||||
float y = data->y;
|
||||
float health = (data->hp / data->max_hp);
|
||||
DrawNametag("Player", key, data, x, y);
|
||||
DrawCircleEco(x, y, size, ColorAlpha(YELLOW, data->tran_time));
|
||||
|
||||
if (data->has_items && !data->inside_vehicle) {
|
||||
float ix = data->x;
|
||||
float iy = data->y;
|
||||
if (data->items[data->selected_item].quantity > 0) {
|
||||
asset_id it_kind = data->items[data->selected_item].kind;
|
||||
uint32_t qty = data->items[data->selected_item].quantity;
|
||||
DrawTexturePro(GetSpriteTexture2D(assets_find(it_kind)), ASSET_SRC_RECT(), ((Rectangle){ix, iy, 32, 32}), (Vector2){0.5f,0.5f}, 0.0f, ALPHA(WHITE));
|
||||
|
||||
if (!inv_is_open)
|
||||
DrawTextEco(zpl_bprintf("%d", qty), x+24, y+24, 8, RAYWHITE, 0.0f);
|
||||
}
|
||||
}
|
||||
}break;
|
||||
case EKIND_MACRO_BOT: {
|
||||
float x = data->x;
|
||||
float y = data->y;
|
||||
DrawNametag("Bot", key, data, x, y);
|
||||
}break;
|
||||
case EKIND_ITEM: {
|
||||
float x = data->x - 32.f;
|
||||
float y = data->y - 32.f;
|
||||
DrawTexturePro(GetSpriteTexture2D(assets_find(data->asset)), ASSET_SRC_RECT(), ASSET_DST_RECT(x,y), (Vector2){0.5f,0.5f}, 0.0f, ALPHA(WHITE));
|
||||
DrawTextEco(zpl_bprintf("%d", data->quantity), x, y, 10, ALPHA(RAYWHITE), 0.0f);
|
||||
}break;
|
||||
default:break;
|
||||
}
|
||||
}
|
||||
|
||||
void DEBUG_draw_entities_low(uint64_t key, entity_view * data) {
|
||||
(void)key;
|
||||
|
||||
switch (data->kind) {
|
||||
case EKIND_VEHICLE: {
|
||||
float x = data->x;
|
||||
float y = data->y;
|
||||
float const w = 80;
|
||||
float const h = 50;
|
||||
DrawRectanglePro((Rectangle){x,y,w,h}, (Vector2){w/2.0f,h/2.0f}, zpl_to_degrees(data->heading), ColorAlpha(RED, data->tran_time));
|
||||
}break;
|
||||
case EKIND_DEVICE:{
|
||||
float x = data->x - 32.f;
|
||||
float y = data->y - 32.f;
|
||||
DrawTexturePro(GetSpriteTexture2D(assets_find(data->asset)), ASSET_SRC_RECT(), ASSET_DST_RECT(x,y), (Vector2){0.5f,0.5f}, 0.0f, ALPHA(WHITE));
|
||||
}break;
|
||||
default:break;
|
||||
}
|
||||
}
|
||||
|
||||
void renderer_draw(void) {
|
||||
render_camera.offset = (Vector2){(float)(screenWidth >> 1), (float)(screenHeight >> 1)};
|
||||
render_camera.zoom = zpl_lerp(render_camera.zoom, target_zoom, GetFrameTime()*2.9978f);
|
||||
camera_update();
|
||||
|
||||
camera game_camera = camera_get();
|
||||
render_camera.target = (Vector2){(float)game_camera.x, (float)game_camera.y};
|
||||
zoom_overlay_tran = zpl_lerp(zoom_overlay_tran, (target_zoom <= CAM_OVERLAY_ZOOM_LEVEL) ? 1.0f : 0.0f, GetFrameTime()*2.0f);
|
||||
|
||||
|
||||
ClearBackground(GetColor(0x222034));
|
||||
BeginMode2D(render_camera);
|
||||
game_world_view_active_entity_map(DEBUG_draw_ground);
|
||||
game_world_view_active_entity_map(DEBUG_draw_entities_low);
|
||||
game_world_view_active_entity_map(DEBUG_draw_entities);
|
||||
|
||||
if (zoom_overlay_tran > 0.02f) {
|
||||
game_world_view_active_entity_map(DEBUG_draw_overlay);
|
||||
}
|
||||
EndMode2D();
|
||||
}
|
||||
|
||||
float renderer_zoom_get(void) {
|
||||
return render_camera.zoom;
|
||||
}
|
||||
|
||||
void renderer_init(void) {
|
||||
render_camera.target = (Vector2){0.0f,0.0f};
|
||||
render_camera.offset = (Vector2){(float)(screenWidth >> 1), (float)(screenHeight >> 1)};
|
||||
render_camera.rotation = 0.0f;
|
||||
render_camera.zoom = 1.5f;
|
||||
|
||||
// NOTE(zaklaus): Paint the screen before we load the game
|
||||
// TODO(zaklaus): Render a cool loading screen background maybe? :wink: :wink:
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(GetColor(0x222034));
|
||||
|
||||
char const *loading_text = "zpl.eco2d is loading...";
|
||||
int text_w = MeasureText(loading_text, 120);
|
||||
DrawText(loading_text, GetScreenWidth()-text_w-15, GetScreenHeight()-135, 120, RAYWHITE);
|
||||
EndDrawing();
|
||||
|
||||
blocks_setup();
|
||||
assets_setup();
|
||||
}
|
||||
|
||||
void renderer_shutdown(void) {
|
||||
blocks_destroy();
|
||||
assets_destroy();
|
||||
}
|
||||
|
||||
void renderer_debug_draw(void) {
|
||||
|
||||
}
|
||||
|
||||
void renderer_draw_single(float x, float y, asset_id id, Color color) {
|
||||
BeginMode2D(render_camera);
|
||||
|
||||
x -= 32.0f;
|
||||
y -= 32.0f;
|
||||
|
||||
DrawTexturePro(GetSpriteTexture2D(assets_find(id)), ASSET_SRC_RECT(), ASSET_DST_RECT(x,y), (Vector2){0.5f,0.5f}, 0.0f, color);
|
||||
|
||||
EndMode2D();
|
||||
}
|
|
@ -0,0 +1,5 @@
|
|||
#include "core/rules.h"
|
||||
|
||||
void rules_setup() {
|
||||
|
||||
}
|
|
@ -1,6 +1,5 @@
|
|||
#include "gen/texgen.h"
|
||||
#include "world/world.h"
|
||||
#include "texgen_data.c"
|
||||
#include "zpl.h"
|
||||
|
||||
static inline
|
|
@ -160,7 +160,7 @@ static void world_fill_mountain(uint32_t x, uint32_t y) {
|
|||
#define RAND_RANGE(x,y) (x + (int)rand()%(y-(x)))
|
||||
#define RAND_RANGEF(x,y) ((float)RAND_RANGE(x,y))
|
||||
|
||||
int32_t worldgen_test(world_data *wld) {
|
||||
int32_t worldgen_build(world_data *wld) {
|
||||
// TODO(zaklaus): pass world as an arg instead
|
||||
world = wld;
|
||||
|
|
@ -0,0 +1,14 @@
|
|||
add_executable(minimal-3d
|
||||
src/main.c
|
||||
src/platform.c
|
||||
src/worldgen.c
|
||||
src/texgen.c
|
||||
src/rules.c
|
||||
)
|
||||
|
||||
target_compile_definitions(minimal-3d PRIVATE CLIENT)
|
||||
include_directories(src ../../foundation/src ../../../art/gen)
|
||||
target_link_libraries(minimal-3d eco2d-foundation)
|
||||
target_compile_options(minimal-3d PRIVATE -Werror -Wall -Wextra -Wno-unused-function -Wno-unknown-pragmas -Wno-unused-variable -Wno-unused-parameter)
|
||||
|
||||
link_system_libs(minimal-3d)
|
|
@ -0,0 +1,120 @@
|
|||
#define ZPL_IMPL
|
||||
#include "zpl.h"
|
||||
#include "platform/system.h"
|
||||
#include "core/game.h"
|
||||
#include "ents/entity.h"
|
||||
#include "world/entity_view.h"
|
||||
#include "utils/options.h"
|
||||
#include "platform/signal_handling.h"
|
||||
#include "platform/profiler.h"
|
||||
|
||||
#include "flecs/flecs.h"
|
||||
#include "flecs/flecs_os_api_stdcpp.h"
|
||||
|
||||
#include "ecs/components.h"
|
||||
#include "ecs/systems.h"
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
#include <emscripten/emscripten.h>
|
||||
void UpdateDrawFrame(void);
|
||||
#endif
|
||||
|
||||
#define DEFAULT_WORLD_SEED 302097
|
||||
#define DEFAULT_CHUNK_SIZE 16 /* amount of blocks within a chunk (single axis) */
|
||||
#define DEFAULT_WORLD_SIZE 32 /* amount of chunks within a world (single axis) */
|
||||
|
||||
int main(int argc, char** argv) {
|
||||
zpl_opts opts={0};
|
||||
zpl_opts_init(&opts, zpl_heap(), argv[0]);
|
||||
|
||||
zpl_opts_add(&opts, "?", "help", "the HELP section", ZPL_OPTS_FLAG);
|
||||
zpl_opts_add(&opts, "v", "viewer-only", "run viewer-only client", ZPL_OPTS_FLAG);
|
||||
zpl_opts_add(&opts, "d", "server-only", "run dedicated server", ZPL_OPTS_FLAG);
|
||||
zpl_opts_add(&opts, "p", "preview-map", "draw world preview", ZPL_OPTS_FLAG);
|
||||
zpl_opts_add(&opts, "s", "seed", "world seed", ZPL_OPTS_INT);
|
||||
zpl_opts_add(&opts, "r", "random-seed", "generate random world seed", ZPL_OPTS_FLAG);
|
||||
//zpl_opts_add(&opts, "cs", "chunk-size", "amount of blocks within a chunk (single axis)", ZPL_OPTS_INT);
|
||||
zpl_opts_add(&opts, "ws", "world-size", "amount of chunks within a world (single axis)", ZPL_OPTS_INT);
|
||||
zpl_opts_add(&opts, "ip", "host", "host IP address", ZPL_OPTS_STRING);
|
||||
zpl_opts_add(&opts, "port", "port", "port number", ZPL_OPTS_INT);
|
||||
|
||||
uint32_t ok = zpl_opts_compile(&opts, argc, argv);
|
||||
|
||||
if (!ok) {
|
||||
zpl_opts_print_errors(&opts);
|
||||
zpl_opts_print_help(&opts);
|
||||
return -1;
|
||||
}
|
||||
|
||||
int8_t is_viewer_only = zpl_opts_has_arg(&opts, "viewer-only");
|
||||
int8_t is_server_only = zpl_opts_has_arg(&opts, "server-only");
|
||||
int32_t seed = (int32_t)zpl_opts_integer(&opts, "seed", DEFAULT_WORLD_SEED);
|
||||
uint16_t world_size = (uint16_t)zpl_opts_integer(&opts, "world-size", DEFAULT_WORLD_SIZE);
|
||||
uint16_t chunk_size = DEFAULT_CHUNK_SIZE; //zpl_opts_integer(&opts, "chunk-size", DEFAULT_CHUNK_SIZE);
|
||||
zpl_string host = zpl_opts_string(&opts, "host", NULL);
|
||||
uint16_t port = (uint16_t)zpl_opts_integer(&opts, "port", 0);
|
||||
|
||||
game_kind play_mode = GAMEKIND_SINGLE;
|
||||
|
||||
if (is_viewer_only) play_mode = GAMEKIND_CLIENT;
|
||||
if (is_server_only) play_mode = GAMEKIND_HEADLESS;
|
||||
|
||||
if (zpl_opts_has_arg(&opts, "random-seed")) {
|
||||
zpl_random rnd={0};
|
||||
zpl_random_init(&rnd);
|
||||
seed = zpl_random_gen_u32(&rnd);
|
||||
zpl_printf("Seed: %u\n", seed);
|
||||
}
|
||||
|
||||
if (zpl_opts_has_arg(&opts, "preview-map")) {
|
||||
generate_minimap(seed, WORLD_BLOCK_SIZE, chunk_size, world_size);
|
||||
return 0;
|
||||
}
|
||||
|
||||
sighandler_register();
|
||||
game_init(host, port, play_mode, 1, seed, chunk_size, world_size, 0);
|
||||
|
||||
#if !defined(PLATFORM_WEB)
|
||||
while (game_is_running()) {
|
||||
reset_cached_time();
|
||||
profile (PROF_MAIN_LOOP) {
|
||||
game_input();
|
||||
game_update();
|
||||
game_render();
|
||||
}
|
||||
|
||||
profiler_collate();
|
||||
}
|
||||
#else
|
||||
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
|
||||
#endif
|
||||
|
||||
game_shutdown();
|
||||
sighandler_unregister();
|
||||
|
||||
zpl_string_free(host);
|
||||
zpl_opts_free(&opts);
|
||||
return 0;
|
||||
}
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
void UpdateDrawFrame(void) {
|
||||
reset_cached_time();
|
||||
profile (PROF_MAIN_LOOP) {
|
||||
game_input();
|
||||
game_update();
|
||||
game_render();
|
||||
}
|
||||
|
||||
profiler_collate();
|
||||
}
|
||||
#endif
|
||||
|
||||
static float temp_time = 0.0f;
|
||||
|
||||
float get_cached_time(void) {
|
||||
return temp_time;
|
||||
}
|
||||
void reset_cached_time(void) {
|
||||
temp_time = zpl_time_rel();
|
||||
}
|
|
@ -0,0 +1,171 @@
|
|||
#include "platform/platform.h"
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
#include "net/network.h"
|
||||
#include "core/game.h"
|
||||
#include "world/entity_view.h"
|
||||
#include "world/prediction.h"
|
||||
#include "core/camera.h"
|
||||
#include "math.h"
|
||||
#include "world/blocks.h"
|
||||
#include "gen/assets.h"
|
||||
#include "platform/profiler.h"
|
||||
#include "debug/debug_ui.h"
|
||||
#include "utils/raylib_helpers.h"
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
#include <emscripten.h>
|
||||
EM_JS(int, canvas_get_width, (), {
|
||||
return canvas.width;
|
||||
});
|
||||
|
||||
EM_JS(int, canvas_get_height, (), {
|
||||
return canvas.height;
|
||||
});
|
||||
#endif
|
||||
|
||||
static uint16_t screenWidth = 1024;
|
||||
static uint16_t screenHeight = 768;
|
||||
static float target_zoom = 0.6f;
|
||||
static bool request_shutdown;
|
||||
|
||||
#include "renderer.c"
|
||||
|
||||
bool inv_is_open = false;
|
||||
|
||||
void platform_init() {
|
||||
SetTraceLogLevel(LOG_ERROR);
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
screenWidth = (uint16_t)canvas_get_width();
|
||||
screenHeight = (uint16_t)canvas_get_height();
|
||||
#endif
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "eco2d");
|
||||
SetWindowState(/*FLAG_WINDOW_UNDECORATED|*/FLAG_WINDOW_MAXIMIZED|FLAG_WINDOW_RESIZABLE|FLAG_MSAA_4X_HINT);
|
||||
|
||||
#if !defined(PLATFORM_WEB)
|
||||
screenWidth = (uint16_t)GetScreenWidth();
|
||||
screenHeight = (uint16_t)GetScreenHeight();
|
||||
#endif
|
||||
renderer_init();
|
||||
}
|
||||
|
||||
void platform_shutdown() {
|
||||
renderer_shutdown();
|
||||
CloseWindow();
|
||||
}
|
||||
|
||||
uint8_t platform_is_running() {
|
||||
return !WindowShouldClose();
|
||||
}
|
||||
|
||||
static game_keystate_data last_input_data = {0};
|
||||
|
||||
inline static
|
||||
void platform_input_update_input_frame(game_keystate_data data) {
|
||||
// NOTE(zaklaus): Test if there are any changes
|
||||
if (data.x != last_input_data.x) goto send_data;
|
||||
if (data.y != last_input_data.y) goto send_data;
|
||||
if (data.use != last_input_data.use) goto send_data;
|
||||
if (data.sprint != last_input_data.sprint) goto send_data;
|
||||
if (data.ctrl != last_input_data.ctrl) goto send_data;
|
||||
return;
|
||||
|
||||
send_data:
|
||||
last_input_data = data;
|
||||
game_action_send_keystate(&data);
|
||||
}
|
||||
|
||||
void platform_input() {
|
||||
float mouse_z = (GetMouseWheelMove()*0.5f);
|
||||
|
||||
if (mouse_z != 0.0f) {
|
||||
target_zoom = zpl_clamp(target_zoom+mouse_z, 0.1f, 11.0f);
|
||||
}
|
||||
|
||||
// NOTE(zaklaus): keystate handling
|
||||
{
|
||||
float x=0.0f, y=0.0f;
|
||||
uint8_t use, sprint, drop, ctrl, pick;
|
||||
if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) x += 1.0f;
|
||||
if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) x -= 1.0f;
|
||||
if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)) y += 1.0f;
|
||||
if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)) y -= 1.0f;
|
||||
|
||||
use = IsKeyPressed(KEY_SPACE);
|
||||
sprint = IsKeyDown(KEY_LEFT_SHIFT) || IsKeyDown(KEY_RIGHT_SHIFT);
|
||||
ctrl = IsKeyDown(KEY_LEFT_CONTROL) || IsKeyDown(KEY_RIGHT_CONTROL);
|
||||
|
||||
// NOTE(zaklaus): NEW! mouse movement
|
||||
Vector2 mouse_pos = GetMousePosition();
|
||||
mouse_pos.x /= screenWidth;
|
||||
mouse_pos.y /= screenHeight;
|
||||
mouse_pos.x -= 0.5f;
|
||||
mouse_pos.y -= 0.5f;
|
||||
mouse_pos = Vector2Normalize(mouse_pos);
|
||||
|
||||
if (game_get_kind() == GAMEKIND_SINGLE && IsMouseButtonDown(MOUSE_MIDDLE_BUTTON)) {
|
||||
x = mouse_pos.x;
|
||||
y = -mouse_pos.y;
|
||||
}
|
||||
|
||||
game_keystate_data in_data = {
|
||||
.x = x,
|
||||
.y = y,
|
||||
.mx = mouse_pos.x,
|
||||
.my = mouse_pos.y,
|
||||
.use = use,
|
||||
.sprint = sprint,
|
||||
.ctrl = ctrl,
|
||||
};
|
||||
|
||||
platform_input_update_input_frame(in_data);
|
||||
}
|
||||
}
|
||||
|
||||
void platform_render() {
|
||||
#if !defined(PLATFORM_WEB)
|
||||
screenWidth = (uint16_t)GetScreenWidth();
|
||||
screenHeight = (uint16_t)GetScreenHeight();
|
||||
#else
|
||||
uint16_t newScreenWidth = (uint16_t)canvas_get_width();
|
||||
uint16_t newScreenHeight = (uint16_t)canvas_get_height();
|
||||
if (newScreenWidth != screenWidth || newScreenHeight != screenHeight) {
|
||||
screenWidth = newScreenWidth;
|
||||
screenHeight = newScreenHeight;
|
||||
SetWindowSize(screenWidth, screenHeight);
|
||||
}
|
||||
#endif
|
||||
|
||||
profile(PROF_ENTITY_LERP) {
|
||||
game_world_view_active_entity_map(lerp_entity_positions);
|
||||
game_world_view_active_entity_map(do_entity_fadeinout);
|
||||
}
|
||||
|
||||
assets_frame();
|
||||
|
||||
BeginDrawing();
|
||||
{
|
||||
profile (PROF_RENDER) {
|
||||
renderer_draw();
|
||||
}
|
||||
}
|
||||
EndDrawing();
|
||||
|
||||
if (request_shutdown) {
|
||||
CloseWindow();
|
||||
}
|
||||
}
|
||||
|
||||
float platform_frametime() {
|
||||
return GetFrameTime();
|
||||
}
|
||||
|
||||
float platform_zoom_get(void) {
|
||||
return target_zoom;
|
||||
}
|
||||
|
||||
void platform_request_close(void) {
|
||||
request_shutdown = true;
|
||||
}
|
|
@ -1,10 +1,10 @@
|
|||
static Camera3D render_camera_3d;
|
||||
static Camera3D render_camera;
|
||||
static float cam_zoom = 1.5f;
|
||||
|
||||
float zpl_lerp(float,float,float);
|
||||
float zpl_to_degrees(float);
|
||||
|
||||
void DEBUG_draw_ground_3d(uint64_t key, entity_view * data) {
|
||||
void DEBUG_draw_ground(uint64_t key, entity_view * data) {
|
||||
switch (data->kind) {
|
||||
case EKIND_CHUNK: {
|
||||
world_view *view = game_world_view_get_active();
|
||||
|
@ -46,7 +46,7 @@ void DEBUG_draw_ground_3d(uint64_t key, entity_view * data) {
|
|||
}
|
||||
}
|
||||
|
||||
void DEBUG_draw_entities_3d(uint64_t key, entity_view * data) {
|
||||
void DEBUG_draw_entities(uint64_t key, entity_view * data) {
|
||||
(void)key;
|
||||
uint16_t size = 16;
|
||||
uint16_t ground_offset = 30;
|
||||
|
@ -87,33 +87,33 @@ void DEBUG_draw_entities_3d(uint64_t key, entity_view * data) {
|
|||
}
|
||||
}
|
||||
|
||||
void renderer_draw_3d(void) {
|
||||
void renderer_draw(void) {
|
||||
cam_zoom = zpl_min(zpl_lerp(cam_zoom, target_zoom, GetFrameTime()*2.18f), 9.98f);
|
||||
camera_update();
|
||||
|
||||
camera game_camera_3d = camera_get();
|
||||
camera game_camera = camera_get();
|
||||
#if 1
|
||||
render_camera_3d.position = (Vector3){(float)game_camera_3d.x, 260.0f*(10.0f-cam_zoom), (float)game_camera_3d.y+50.0f*(10.0f-cam_zoom/2.0f)};
|
||||
render_camera_3d.target = (Vector3){(float)game_camera_3d.x, 0.0f, (float)game_camera_3d.y};
|
||||
render_camera.position = (Vector3){(float)game_camera.x, 260.0f*(10.0f-cam_zoom), (float)game_camera.y+50.0f*(10.0f-cam_zoom/2.0f)};
|
||||
render_camera.target = (Vector3){(float)game_camera.x, 0.0f, (float)game_camera.y};
|
||||
#else
|
||||
UpdateCamera(&render_camera_3d);
|
||||
UpdateCamera(&render_camera);
|
||||
#endif
|
||||
|
||||
ClearBackground(GetColor(0x222034));
|
||||
BeginMode3D(render_camera_3d);
|
||||
game_world_view_active_entity_map(DEBUG_draw_ground_3d);
|
||||
game_world_view_active_entity_map(DEBUG_draw_entities_3d);
|
||||
BeginMode3D(render_camera);
|
||||
game_world_view_active_entity_map(DEBUG_draw_ground);
|
||||
game_world_view_active_entity_map(DEBUG_draw_entities);
|
||||
EndMode3D();
|
||||
}
|
||||
|
||||
void renderer_init_3d(void) {
|
||||
render_camera_3d.up = (Vector3){0.0f,0.0f,-1.0f};
|
||||
render_camera_3d.fovy = 45.f;
|
||||
render_camera_3d.projection = CAMERA_PERSPECTIVE;
|
||||
void renderer_init(void) {
|
||||
render_camera.up = (Vector3){0.0f,0.0f,-1.0f};
|
||||
render_camera.fovy = 45.f;
|
||||
render_camera.projection = CAMERA_PERSPECTIVE;
|
||||
#if 0
|
||||
SetCameraMode(render_camera_3d, CAMERA_ORBITAL);
|
||||
render_camera_3d.position = (Vector3){10,10,10};
|
||||
render_camera_3d.target = (Vector3){0};
|
||||
SetCameraMode(render_camera, CAMERA_ORBITAL);
|
||||
render_camera.position = (Vector3){10,10,10};
|
||||
render_camera.target = (Vector3){0};
|
||||
#endif
|
||||
|
||||
// NOTE(zaklaus): Paint the screen before we load the game
|
||||
|
@ -131,23 +131,23 @@ void renderer_init_3d(void) {
|
|||
assets_setup();
|
||||
}
|
||||
|
||||
void renderer_shutdown_3d(void) {
|
||||
void renderer_shutdown(void) {
|
||||
blocks_destroy();
|
||||
assets_destroy();
|
||||
}
|
||||
|
||||
|
||||
void renderer_debug_draw_3d(void) {
|
||||
void renderer_debug_draw(void) {
|
||||
|
||||
}
|
||||
|
||||
float renderer_zoom_get_3d(void) {
|
||||
float renderer_zoom_get(void) {
|
||||
return cam_zoom;
|
||||
}
|
||||
|
||||
void renderer_draw_single_3d(float x, float y, asset_id id, Color color) {
|
||||
void renderer_draw_single(float x, float y, asset_id id, Color color) {
|
||||
(void)color;
|
||||
BeginMode3D(render_camera_3d);
|
||||
BeginMode3D(render_camera);
|
||||
EcoDrawCube((Vector3){x, 15.0f, y}, 16, 16, 16, 0.0f, PINK);
|
||||
EndMode3D();
|
||||
}
|
|
@ -0,0 +1,5 @@
|
|||
#include "core/rules.h"
|
||||
|
||||
void rules_setup() {
|
||||
|
||||
}
|
|
@ -0,0 +1,76 @@
|
|||
#include "gen/texgen.h"
|
||||
#include "world/world.h"
|
||||
#include "zpl.h"
|
||||
|
||||
static inline
|
||||
Texture2D LoadTexEco(const char *name) {
|
||||
static char filename[128];
|
||||
zpl_snprintf(filename, 128, "art/gen/%s.png", name);
|
||||
return LoadTexture(filename);
|
||||
}
|
||||
|
||||
static inline
|
||||
Image LoadImageEco(const char *name) {
|
||||
static char filename[128];
|
||||
zpl_snprintf(filename, 128, "art/gen/%s.png", name);
|
||||
return LoadImage(filename);
|
||||
}
|
||||
|
||||
static inline
|
||||
Texture2D Image2TexEco(Image image) {
|
||||
Texture2D tex = LoadTextureFromImage(image);
|
||||
UnloadImage(image);
|
||||
return tex;
|
||||
}
|
||||
|
||||
static inline
|
||||
Texture2D GenColorEco(Color color) {
|
||||
Image img = GenImageColor(1, 1, color);
|
||||
return Image2TexEco(img);
|
||||
}
|
||||
|
||||
Texture2D texgen_build_anim(asset_id id, int64_t counter) {
|
||||
(void)counter;
|
||||
switch (id) {
|
||||
case ASSET_WATER: {
|
||||
Image img = LoadImageEco("water");
|
||||
ImageColorBrightness(&img, zpl_abs((counter % 64 - 32)*2));
|
||||
return Image2TexEco(img);
|
||||
}break;
|
||||
|
||||
default: return GenColorEco(PINK); break;
|
||||
}
|
||||
}
|
||||
|
||||
Texture2D texgen_build_sprite(asset_id id) {
|
||||
switch (id) {
|
||||
case ASSET_BLANK: return GenColorEco(WHITE); break;
|
||||
case ASSET_BUILDMODE_HIGHLIGHT: return GenColorEco(WHITE); break;
|
||||
|
||||
// NOTE(zaklaus): items
|
||||
case ASSET_DEMO_ICEMAKER: return LoadTexEco("demo_icemaker");
|
||||
|
||||
// NOTE(zaklaus): blocks
|
||||
case ASSET_FENCE: return LoadTexEco("fence");
|
||||
case ASSET_GROUND: return LoadTexEco("grass");
|
||||
case ASSET_DIRT: return LoadTexEco("dirt");
|
||||
case ASSET_WALL: return LoadTexEco("asphalt");
|
||||
case ASSET_HILL_SNOW:
|
||||
case ASSET_HILL: return LoadTexEco("rock");
|
||||
case ASSET_LAVA: return LoadTexEco("lava");
|
||||
case ASSET_WOOD: return LoadTexEco("wood");
|
||||
case ASSET_TREE: return LoadTexEco("tree");
|
||||
// case ASSET_WATER: return LoadTexEco("water");
|
||||
|
||||
case ASSET_BELT:
|
||||
case ASSET_BELT_RIGHT: return LoadTexEco("belt_right");
|
||||
case ASSET_BELT_LEFT: return LoadTexEco("belt_left");
|
||||
case ASSET_BELT_UP: return LoadTexEco("belt_up");
|
||||
case ASSET_BELT_DOWN: return LoadTexEco("belt_down");
|
||||
|
||||
// NOTE(zaklaus): devices
|
||||
case ASSET_CHEST: return LoadTexEco("chest");
|
||||
|
||||
default: return GenColorEco(PINK); break;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,276 @@
|
|||
#include "zpl.h"
|
||||
|
||||
#include <math.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
#include "world/world.h"
|
||||
#include "world/blocks.h"
|
||||
#include "world/perlin.h"
|
||||
|
||||
#include "ecs/components.h"
|
||||
#include "ents/entity.h"
|
||||
#include "ents/vehicle.h"
|
||||
#include "ents/items.h"
|
||||
#include "world/blocks_info.h"
|
||||
|
||||
#define WORLD_BLOCK_OBSERVER(name) block_id name(block_id *data, block_id id, uint32_t block_idx)
|
||||
typedef WORLD_BLOCK_OBSERVER(world_block_observer_proc);
|
||||
|
||||
#define WORLD_PERLIN_FREQ 100
|
||||
#define WORLD_PERLIN_OCTAVES 1
|
||||
|
||||
#define BLOCK_INVALID 0xF
|
||||
|
||||
block_id worldgen_biome_find(uint32_t biome, uint32_t kind) {
|
||||
asset_id asset = ASSET_INVALID;
|
||||
switch (biome) {
|
||||
case BLOCK_BIOME_DEV: {
|
||||
switch (kind) {
|
||||
case BLOCK_KIND_GROUND: asset = ASSET_GROUND; break;
|
||||
case BLOCK_KIND_DIRT: asset = ASSET_DIRT; break;
|
||||
case BLOCK_KIND_WALL: asset = ASSET_WALL; break;
|
||||
case BLOCK_KIND_HILL_SNOW:
|
||||
case BLOCK_KIND_HILL: asset = ASSET_HILL; break;
|
||||
case BLOCK_KIND_WATER: asset = ASSET_WATER; break;
|
||||
case BLOCK_KIND_LAVA: asset = ASSET_LAVA; break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return blocks_find(asset);
|
||||
}
|
||||
|
||||
static world_data *world;
|
||||
|
||||
static void world_fill_rect(block_id *data, block_id id, uint32_t x, uint32_t y, uint32_t w, uint32_t h, world_block_observer_proc *proc) {
|
||||
for (uint32_t cy=y; cy<y+h; cy++) {
|
||||
for (uint32_t cx=x; cx<x+w; cx++) {
|
||||
if (cx < 0 || cx >= world->dim) continue;
|
||||
if (cy < 0 || cy >= world->dim) continue;
|
||||
uint32_t i = (cy*world->dim) + cx;
|
||||
|
||||
if (proc) {
|
||||
block_id new_id = (*proc)(data, id, i);
|
||||
if (new_id != BLOCK_INVALID) {
|
||||
id = new_id;
|
||||
}
|
||||
else continue;
|
||||
}
|
||||
|
||||
data[i] = id;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void world_fill_circle(block_id *data, block_id id, uint32_t x, uint32_t y, uint32_t w, uint32_t h, world_block_observer_proc *proc) {
|
||||
for (uint32_t cy=y; cy<y+h; cy++) {
|
||||
for (uint32_t cx=x; cx<x+w; cx++) {
|
||||
if (cx < 0 || cx >= world->dim) continue;
|
||||
if (cy < 0 || cy >= world->dim) continue;
|
||||
uint32_t i = (cy*world->dim) + cx;
|
||||
|
||||
if (proc) {
|
||||
block_id new_id = (*proc)(data, id, i);
|
||||
if (new_id != BLOCK_INVALID) {
|
||||
id = new_id;
|
||||
}
|
||||
else continue;
|
||||
}
|
||||
|
||||
data[i] = id;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void world_fill_rect_anchor(block_id *data, block_id id, uint32_t x, uint32_t y, uint32_t w, uint32_t h, float ax, float ay, world_block_observer_proc *proc) {
|
||||
uint32_t w2 = (uint32_t)floorf(w*ax);
|
||||
uint32_t h2 = (uint32_t)floorf(h*ay);
|
||||
world_fill_rect(data, id, x-w2, y-h2, w, h, proc);
|
||||
}
|
||||
|
||||
static WORLD_BLOCK_OBSERVER(shaper) {
|
||||
uint32_t kind = id;
|
||||
uint32_t old_kind = data[block_idx];
|
||||
|
||||
if (kind == BLOCK_KIND_WALL && kind == old_kind) {
|
||||
return worldgen_biome_find(BLOCK_BIOME_DEV, BLOCK_KIND_HILL);
|
||||
}
|
||||
if (kind == BLOCK_KIND_HILL && kind == old_kind) {
|
||||
return worldgen_biome_find(BLOCK_BIOME_DEV, BLOCK_KIND_HILL_SNOW);
|
||||
}
|
||||
|
||||
return id;
|
||||
}
|
||||
|
||||
static block_id world_perlin_cond_offset(uint32_t block_idx, double chance, uint32_t ofx, uint32_t ofy) {
|
||||
uint32_t x = block_idx % world->dim + ofx;
|
||||
uint32_t y = block_idx / world->dim + ofy;
|
||||
|
||||
return perlin_fbm(world->seed, x, y, WORLD_PERLIN_FREQ, WORLD_PERLIN_OCTAVES) < chance;
|
||||
}
|
||||
|
||||
static block_id world_perlin_cond(uint32_t block_idx, double chance) {
|
||||
return world_perlin_cond_offset(block_idx, chance, 0, 0);
|
||||
}
|
||||
|
||||
#if 1
|
||||
static WORLD_BLOCK_OBSERVER(shaper_noise80) {
|
||||
return world_perlin_cond(block_idx, 0.80) ? shaper(data, id, block_idx) : BLOCK_INVALID;
|
||||
}
|
||||
|
||||
static WORLD_BLOCK_OBSERVER(shaper_noise50) {
|
||||
return world_perlin_cond(block_idx, 0.50) ? shaper(data, id, block_idx) : BLOCK_INVALID;
|
||||
}
|
||||
|
||||
static WORLD_BLOCK_OBSERVER(shaper_noise33) {
|
||||
return world_perlin_cond(block_idx, 0.33) ? shaper(data, id, block_idx) : BLOCK_INVALID;
|
||||
}
|
||||
|
||||
static WORLD_BLOCK_OBSERVER(shaper_noise05) {
|
||||
return world_perlin_cond(block_idx, 0.05) ? shaper(data, id, block_idx) : BLOCK_INVALID;
|
||||
}
|
||||
|
||||
static WORLD_BLOCK_OBSERVER(shaper_noise05b) {
|
||||
return world_perlin_cond_offset(block_idx, 0.05, 32, 0) ? shaper(data, id, block_idx) : BLOCK_INVALID;
|
||||
}
|
||||
|
||||
static WORLD_BLOCK_OBSERVER(shaper_noise01b) {
|
||||
return world_perlin_cond_offset(block_idx, 0.01, 32, 0) ? shaper(data, id, block_idx) : BLOCK_INVALID;
|
||||
}
|
||||
#else
|
||||
static WORLD_BLOCK_OBSERVER(shaper_noise80) {
|
||||
return rand()%10 < 8 ? shaper(id, block_idx) : BLOCK_INVALID;
|
||||
}
|
||||
|
||||
static WORLD_BLOCK_OBSERVER(shaper_noise50) {
|
||||
return rand()%10 < 5 ? shaper(id, block_idx) : BLOCK_INVALID;
|
||||
}
|
||||
|
||||
static WORLD_BLOCK_OBSERVER(shaper_noise33) {
|
||||
return rand()%10 < 3 ? shaper(id, block_idx) : BLOCK_INVALID;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
static void world_fill_mountain(uint32_t x, uint32_t y) {
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
#define RAND_RANGE(x,y) (x + (int)rand()%(y-(x)))
|
||||
#define RAND_RANGEF(x,y) ((float)RAND_RANGE(x,y))
|
||||
|
||||
int32_t worldgen_build(world_data *wld) {
|
||||
// TODO(zaklaus): pass world as an arg instead
|
||||
world = wld;
|
||||
|
||||
// TODO: perform world gen
|
||||
// atm, we will fill the world with ground and surround it by walls
|
||||
block_id wall_id = worldgen_biome_find(BLOCK_BIOME_DEV, BLOCK_KIND_WALL);
|
||||
block_id grnd_id = worldgen_biome_find(BLOCK_BIOME_DEV, BLOCK_KIND_GROUND);
|
||||
block_id dirt_id = worldgen_biome_find(BLOCK_BIOME_DEV, BLOCK_KIND_DIRT);
|
||||
block_id watr_id = worldgen_biome_find(BLOCK_BIOME_DEV, BLOCK_KIND_WATER);
|
||||
block_id lava_id = worldgen_biome_find(BLOCK_BIOME_DEV, BLOCK_KIND_LAVA);
|
||||
block_id tree_id = blocks_find(ASSET_TREE);
|
||||
|
||||
srand(world->seed);
|
||||
|
||||
// walls
|
||||
world_fill_rect(world->data, wall_id, 0, 0, world->dim, world->dim, NULL);
|
||||
|
||||
// ground
|
||||
world_fill_rect(world->data, grnd_id, 1, 1, world->dim-2, world->dim-2, NULL);
|
||||
world_fill_rect(world->data, dirt_id, 1, 1, world->dim-2, world->dim-2, shaper_noise05);
|
||||
world_fill_rect(world->outer_data, tree_id, 1, 1, world->dim-2, world->dim-2, shaper_noise01b);
|
||||
|
||||
// water
|
||||
#if 1
|
||||
for (int i=0; i<RAND_RANGE(58, 92); i++) {
|
||||
world_fill_rect_anchor(world->data, watr_id, RAND_RANGE(0, world->dim), RAND_RANGE(0, world->dim), 4+RAND_RANGE(0,3), 4+RAND_RANGE(0,3), 0.5f, 0.5f, shaper_noise80);
|
||||
}
|
||||
#endif
|
||||
|
||||
// ice rink
|
||||
#if 0
|
||||
world_fill_rect_anchor(world->data, watr_id, 450, 125, 10, 10, 0.0f, 0.0f, NULL);
|
||||
#endif
|
||||
|
||||
// lava
|
||||
#if 1
|
||||
for (int i=0; i<RAND_RANGE(48, 62); i++) {
|
||||
world_fill_rect_anchor(world->data, lava_id, RAND_RANGE(0, world->dim), RAND_RANGE(0, world->dim), 4+RAND_RANGE(0,3), 4+RAND_RANGE(0,3), 0.5f, 0.5f, shaper_noise80);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
// hills
|
||||
#if 1
|
||||
const uint32_t HILLS_SIZE = 21;
|
||||
for (int i=0; i<RAND_RANGE(8, 124); i++) {
|
||||
world_fill_rect_anchor(world->data, wall_id, RAND_RANGE(0, world->dim), RAND_RANGE(0, world->dim), RAND_RANGE(0,HILLS_SIZE), RAND_RANGE(0,HILLS_SIZE), 0.5f, 0.5f, shaper_noise50);
|
||||
}
|
||||
#endif
|
||||
|
||||
// vehicles
|
||||
#if 1
|
||||
for (int i=0; i<RAND_RANGE(258, 1124); i++) {
|
||||
uint64_t e = vehicle_spawn();
|
||||
|
||||
Position *dest = ecs_get_mut(world_ecs(), e, Position);
|
||||
dest->x = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
dest->y = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
entity_set_position(e, dest->x, dest->y);
|
||||
}
|
||||
#endif
|
||||
|
||||
// items
|
||||
#if 1
|
||||
for (int i=0; i<RAND_RANGE(328, 164); i++) {
|
||||
uint64_t e = item_spawn(ASSET_DEMO_ICEMAKER, 32);
|
||||
|
||||
Position *dest = ecs_get_mut(world_ecs(), e, Position);
|
||||
dest->x = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
dest->y = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
entity_set_position(e, dest->x, dest->y);
|
||||
}
|
||||
|
||||
for (int i=0; i<RAND_RANGE(328, 164); i++) {
|
||||
uint64_t e = item_spawn(ASSET_FENCE, 64);
|
||||
|
||||
Position *dest = ecs_get_mut(world_ecs(), e, Position);
|
||||
dest->x = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
dest->y = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
entity_set_position(e, dest->x, dest->y);
|
||||
}
|
||||
|
||||
for (int i=0; i<RAND_RANGE(328, 164); i++) {
|
||||
uint64_t e = item_spawn(ASSET_WOOD, 64);
|
||||
|
||||
Position *dest = ecs_get_mut(world_ecs(), e, Position);
|
||||
dest->x = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
dest->y = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
entity_set_position(e, dest->x, dest->y);
|
||||
}
|
||||
|
||||
for (int i=0; i<RAND_RANGE(128, 564); i++) {
|
||||
uint64_t e = item_spawn(ASSET_BELT, 999);
|
||||
|
||||
Position *dest = ecs_get_mut(world_ecs(), e, Position);
|
||||
dest->x = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
dest->y = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
entity_set_position(e, dest->x, dest->y);
|
||||
}
|
||||
|
||||
for (int i=0; i<RAND_RANGE(128, 964); i++) {
|
||||
uint64_t e = item_spawn(ASSET_CHEST, 4);
|
||||
|
||||
Position *dest = ecs_get_mut(world_ecs(), e, Position);
|
||||
dest->x = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
dest->y = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
entity_set_position(e, dest->x, dest->y);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
return WORLD_ERROR_NONE;
|
||||
}
|
|
@ -1,6 +1,9 @@
|
|||
add_executable(eco2d
|
||||
src/main.c
|
||||
src/platform.c
|
||||
src/worldgen.c
|
||||
src/texgen.c
|
||||
src/rules.c
|
||||
)
|
||||
|
||||
target_compile_definitions(eco2d PRIVATE CLIENT)
|
||||
|
|
|
@ -0,0 +1,300 @@
|
|||
#include "platform/platform.h"
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
#include "net/network.h"
|
||||
#include "core/game.h"
|
||||
#include "world/entity_view.h"
|
||||
#include "world/prediction.h"
|
||||
#include "core/camera.h"
|
||||
#include "math.h"
|
||||
#include "world/blocks.h"
|
||||
#include "gen/assets.h"
|
||||
#include "platform/profiler.h"
|
||||
#include "debug/debug_ui.h"
|
||||
#include "debug/debug_draw.h"
|
||||
#include "utils/raylib_helpers.h"
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
#include <emscripten.h>
|
||||
EM_JS(int, canvas_get_width, (), {
|
||||
return canvas.width;
|
||||
});
|
||||
|
||||
EM_JS(int, canvas_get_height, (), {
|
||||
return canvas.height;
|
||||
});
|
||||
#endif
|
||||
|
||||
static uint16_t screenWidth = 1024;
|
||||
static uint16_t screenHeight = 768;
|
||||
static float target_zoom = 0.6f;
|
||||
static bool request_shutdown;
|
||||
|
||||
#include "renderer.c"
|
||||
|
||||
// NOTE(zaklaus): add-ins
|
||||
#include "gui/build_mode.c"
|
||||
#include "gui/inventory.c"
|
||||
|
||||
void platform_init() {
|
||||
SetTraceLogLevel(LOG_ERROR);
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
screenWidth = (uint16_t)canvas_get_width();
|
||||
screenHeight = (uint16_t)canvas_get_height();
|
||||
#endif
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "eco2d");
|
||||
SetWindowState(/*FLAG_WINDOW_UNDECORATED|*/FLAG_WINDOW_MAXIMIZED|FLAG_WINDOW_RESIZABLE|FLAG_MSAA_4X_HINT);
|
||||
|
||||
#if !defined(PLATFORM_WEB)
|
||||
screenWidth = (uint16_t)GetScreenWidth();
|
||||
screenHeight = (uint16_t)GetScreenHeight();
|
||||
#endif
|
||||
// ToggleFullscreen();
|
||||
// SetTargetFPS(60.0);
|
||||
|
||||
renderer_init();
|
||||
}
|
||||
|
||||
inline static
|
||||
void display_conn_status() {
|
||||
if (game_is_networked()) {
|
||||
if (network_client_is_connected()) {
|
||||
DrawText("Connection: online", 5, 5, 12, GREEN);
|
||||
} else {
|
||||
DrawText("Connection: offline", 5, 5, 12, RED);
|
||||
}
|
||||
} else {
|
||||
DrawText("Connection: single-player", 5, 5, 12, BLUE);
|
||||
}
|
||||
}
|
||||
|
||||
void platform_shutdown() {
|
||||
renderer_shutdown();
|
||||
CloseWindow();
|
||||
}
|
||||
|
||||
uint8_t platform_is_running() {
|
||||
return !WindowShouldClose();
|
||||
}
|
||||
|
||||
void platform_get_block_realpos(float *x, float *y){
|
||||
camera cam = camera_get();
|
||||
Vector2 mpos = GetMousePosition();
|
||||
entity_view *e = game_world_view_active_get_entity(cam.ent_id);
|
||||
if (!e) return;
|
||||
float zoom = renderer_zoom_get();
|
||||
mpos.x -= screenWidth/2.0f;
|
||||
mpos.y -= screenHeight/2.0f;
|
||||
cam.x += mpos.x*(1.0f/zoom);
|
||||
cam.y += mpos.y*(1.0f/zoom);
|
||||
cam.x = ((int32_t)cam.x / (int32_t)(WORLD_BLOCK_SIZE)) * WORLD_BLOCK_SIZE;
|
||||
cam.y = ((int32_t)cam.y / (int32_t)(WORLD_BLOCK_SIZE)) * WORLD_BLOCK_SIZE;
|
||||
cam.x += WORLD_BLOCK_SIZE/2.0f;
|
||||
cam.y += WORLD_BLOCK_SIZE/2.0f;
|
||||
if (x) *x = (float)cam.x;
|
||||
if (y) *y = (float)cam.y;
|
||||
}
|
||||
|
||||
static game_keystate_data last_input_data = {0};
|
||||
static pkt_send_blockpos last_blockpos_data = {0};
|
||||
|
||||
inline static
|
||||
void platform_input_update_input_frame(game_keystate_data data) {
|
||||
float mx = 0, my = 0;
|
||||
platform_get_block_realpos(&mx, &my);
|
||||
|
||||
if (mx != last_blockpos_data.mx || my != last_blockpos_data.my){
|
||||
last_blockpos_data.mx = mx;
|
||||
last_blockpos_data.my = my;
|
||||
game_action_send_blockpos(mx, my);
|
||||
}
|
||||
|
||||
// NOTE(zaklaus): Test if there are any changes
|
||||
if (data.x != last_input_data.x) goto send_data;
|
||||
if (data.y != last_input_data.y) goto send_data;
|
||||
if (data.use != last_input_data.use) goto send_data;
|
||||
if (data.sprint != last_input_data.sprint) goto send_data;
|
||||
if (data.ctrl != last_input_data.ctrl) goto send_data;
|
||||
if (data.pick != last_input_data.pick) goto send_data;
|
||||
if (data.storage_action != last_input_data.storage_action) goto send_data;
|
||||
if (data.selected_item != last_input_data.selected_item) goto send_data;
|
||||
if (data.drop != last_input_data.drop) goto send_data;
|
||||
if (data.swap != last_input_data.swap) goto send_data;
|
||||
if (data.swap_from != last_input_data.swap_from) goto send_data;
|
||||
if (data.swap_to != last_input_data.swap_to) goto send_data;
|
||||
if (data.placement_num != last_input_data.placement_num) goto send_data;
|
||||
if (data.deletion_mode != last_input_data.deletion_mode) goto send_data;
|
||||
if (zpl_memcompare(data.placements, last_input_data.placements, zpl_size_of(data.placements))) goto send_data;
|
||||
return;
|
||||
|
||||
send_data:
|
||||
last_input_data = data;
|
||||
game_action_send_keystate(&data);
|
||||
}
|
||||
|
||||
void platform_input() {
|
||||
float mouse_z = (GetMouseWheelMove()*0.5f);
|
||||
|
||||
if (mouse_z != 0.0f) {
|
||||
target_zoom = zpl_clamp(target_zoom+mouse_z, 0.1f, 11.0f);
|
||||
}
|
||||
|
||||
// NOTE(zaklaus): keystate handling
|
||||
{
|
||||
float x=0.0f, y=0.0f;
|
||||
uint8_t use, sprint, drop, ctrl, pick;
|
||||
if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) x += 1.0f;
|
||||
if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) x -= 1.0f;
|
||||
if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)) y += 1.0f;
|
||||
if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)) y -= 1.0f;
|
||||
|
||||
use = IsKeyPressed(KEY_SPACE);
|
||||
sprint = IsKeyDown(KEY_LEFT_SHIFT) || IsKeyDown(KEY_RIGHT_SHIFT);
|
||||
ctrl = IsKeyDown(KEY_LEFT_CONTROL) || IsKeyDown(KEY_RIGHT_CONTROL);
|
||||
drop = IsKeyPressed(KEY_G) || player_inv.drop_item || storage_inv.drop_item;
|
||||
|
||||
// NOTE(zaklaus): NEW! mouse movement
|
||||
Vector2 mouse_pos = GetMousePosition();
|
||||
mouse_pos.x /= screenWidth;
|
||||
mouse_pos.y /= screenHeight;
|
||||
mouse_pos.x -= 0.5f;
|
||||
mouse_pos.y -= 0.5f;
|
||||
mouse_pos = Vector2Normalize(mouse_pos);
|
||||
|
||||
if (game_get_kind() == GAMEKIND_SINGLE && IsMouseButtonDown(MOUSE_MIDDLE_BUTTON)) {
|
||||
x = mouse_pos.x;
|
||||
y = -mouse_pos.y;
|
||||
}
|
||||
|
||||
inv_keystate *inv = (inv_is_storage_action) ? &storage_inv : &player_inv;
|
||||
inv_keystate *inv2 = (!inv_is_storage_action) ? &storage_inv : &player_inv;
|
||||
|
||||
// NOTE(zaklaus): don't perform picking if we manipulate our inventories
|
||||
pick = (inv_is_inside||inv->item_is_held||inv2->item_is_held) ? false : IsMouseButtonDown(MOUSE_LEFT_BUTTON);
|
||||
|
||||
game_keystate_data in_data = {
|
||||
.x = x,
|
||||
.y = y,
|
||||
.mx = mouse_pos.x,
|
||||
.my = mouse_pos.y,
|
||||
.use = use,
|
||||
.sprint = sprint,
|
||||
.ctrl = ctrl,
|
||||
.pick = pick,
|
||||
|
||||
.drop = drop,
|
||||
.storage_action = inv_is_storage_action,
|
||||
.selected_item = player_inv.selected_item,
|
||||
.storage_selected_item = storage_inv.selected_item,
|
||||
.swap = inv->swap,
|
||||
.swap_storage = inv_swap_storage,
|
||||
.swap_from = inv->swap_from,
|
||||
.swap_to = inv->swap_to,
|
||||
|
||||
.deletion_mode = build_is_deletion_mode,
|
||||
};
|
||||
|
||||
if (build_submit_placements) {
|
||||
in_data.placement_num = build_num_placements;
|
||||
zpl_memcopy(in_data.placements, build_placements, build_num_placements*zpl_size_of(item_placement));
|
||||
}
|
||||
|
||||
platform_input_update_input_frame(in_data);
|
||||
}
|
||||
|
||||
// NOTE(zaklaus): cycle through viewers
|
||||
{
|
||||
if (IsKeyPressed(KEY_Q)) {
|
||||
game_world_view_cycle_active(-1);
|
||||
}
|
||||
else if (IsKeyPressed(KEY_E)) {
|
||||
game_world_view_cycle_active(1);
|
||||
}
|
||||
}
|
||||
|
||||
// NOTE(zaklaus): toggle debug drawing
|
||||
#ifndef ECO2D_PROD
|
||||
{
|
||||
if (IsKeyPressed(KEY_T)) {
|
||||
debug_draw_enable(!debug_draw_state());
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void draw_selected_item() {
|
||||
camera cam = camera_get();
|
||||
entity_view *oe = game_world_view_active_get_entity(cam.ent_id);
|
||||
if (oe) {
|
||||
// NOTE(zaklaus): sel item
|
||||
entity_view *e = game_world_view_active_get_entity(oe->sel_ent);
|
||||
|
||||
if (e && e->kind == EKIND_DEVICE) {
|
||||
renderer_draw_single(e->x, e->y, ASSET_BLANK, ColorAlpha(RED, 0.4f));
|
||||
}else{
|
||||
// NOTE(zaklaus): hover item
|
||||
entity_view *e = game_world_view_active_get_entity(oe->pick_ent);
|
||||
|
||||
if (e && e->kind == EKIND_DEVICE) {
|
||||
renderer_draw_single(e->x, e->y, ASSET_BLANK, ColorAlpha(RED, 0.1f));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void platform_render() {
|
||||
#if !defined(PLATFORM_WEB)
|
||||
screenWidth = (uint16_t)GetScreenWidth();
|
||||
screenHeight = (uint16_t)GetScreenHeight();
|
||||
#else
|
||||
uint16_t newScreenWidth = (uint16_t)canvas_get_width();
|
||||
uint16_t newScreenHeight = (uint16_t)canvas_get_height();
|
||||
if (newScreenWidth != screenWidth || newScreenHeight != screenHeight) {
|
||||
screenWidth = newScreenWidth;
|
||||
screenHeight = newScreenHeight;
|
||||
SetWindowSize(screenWidth, screenHeight);
|
||||
}
|
||||
#endif
|
||||
|
||||
profile(PROF_ENTITY_LERP) {
|
||||
game_world_view_active_entity_map(lerp_entity_positions);
|
||||
game_world_view_active_entity_map(do_entity_fadeinout);
|
||||
}
|
||||
|
||||
assets_frame();
|
||||
|
||||
BeginDrawing();
|
||||
{
|
||||
profile (PROF_RENDER) {
|
||||
renderer_draw();
|
||||
draw_selected_item();
|
||||
}
|
||||
renderer_debug_draw();
|
||||
{
|
||||
// NOTE(zaklaus): add-ins
|
||||
buildmode_draw();
|
||||
inventory_draw();
|
||||
}
|
||||
display_conn_status();
|
||||
debug_draw();
|
||||
}
|
||||
EndDrawing();
|
||||
|
||||
if (request_shutdown) {
|
||||
CloseWindow();
|
||||
}
|
||||
}
|
||||
|
||||
float platform_frametime() {
|
||||
return GetFrameTime();
|
||||
}
|
||||
|
||||
float platform_zoom_get(void) {
|
||||
return target_zoom;
|
||||
}
|
||||
|
||||
void platform_request_close(void) {
|
||||
request_shutdown = true;
|
||||
}
|
|
@ -136,7 +136,7 @@ void DEBUG_draw_entities_low(uint64_t key, entity_view * data) {
|
|||
}
|
||||
}
|
||||
|
||||
void renderer_draw_v0(void) {
|
||||
void renderer_draw(void) {
|
||||
render_camera.offset = (Vector2){(float)(screenWidth >> 1), (float)(screenHeight >> 1)};
|
||||
render_camera.zoom = zpl_lerp(render_camera.zoom, target_zoom, GetFrameTime()*2.9978f);
|
||||
camera_update();
|
||||
|
@ -158,11 +158,11 @@ void renderer_draw_v0(void) {
|
|||
EndMode2D();
|
||||
}
|
||||
|
||||
float renderer_zoom_get_v0(void) {
|
||||
float renderer_zoom_get(void) {
|
||||
return render_camera.zoom;
|
||||
}
|
||||
|
||||
void renderer_init_v0(void) {
|
||||
void renderer_init(void) {
|
||||
render_camera.target = (Vector2){0.0f,0.0f};
|
||||
render_camera.offset = (Vector2){(float)(screenWidth >> 1), (float)(screenHeight >> 1)};
|
||||
render_camera.rotation = 0.0f;
|
||||
|
@ -183,12 +183,12 @@ void renderer_init_v0(void) {
|
|||
assets_setup();
|
||||
}
|
||||
|
||||
void renderer_shutdown_v0(void) {
|
||||
void renderer_shutdown(void) {
|
||||
blocks_destroy();
|
||||
assets_destroy();
|
||||
}
|
||||
|
||||
void renderer_debug_draw_v0(void) {
|
||||
void renderer_debug_draw(void) {
|
||||
BeginMode2D(render_camera);
|
||||
debug_draw_queue *que = debug_draw_samples();
|
||||
|
||||
|
@ -228,7 +228,7 @@ void renderer_debug_draw_v0(void) {
|
|||
EndMode2D();
|
||||
}
|
||||
|
||||
void renderer_draw_single_v0(float x, float y, asset_id id, Color color) {
|
||||
void renderer_draw_single(float x, float y, asset_id id, Color color) {
|
||||
BeginMode2D(render_camera);
|
||||
|
||||
x -= 32.0f;
|
|
@ -0,0 +1,5 @@
|
|||
#include "core/rules.h"
|
||||
|
||||
void rules_setup() {
|
||||
|
||||
}
|
|
@ -0,0 +1,76 @@
|
|||
#include "gen/texgen.h"
|
||||
#include "world/world.h"
|
||||
#include "zpl.h"
|
||||
|
||||
static inline
|
||||
Texture2D LoadTexEco(const char *name) {
|
||||
static char filename[128];
|
||||
zpl_snprintf(filename, 128, "art/gen/%s.png", name);
|
||||
return LoadTexture(filename);
|
||||
}
|
||||
|
||||
static inline
|
||||
Image LoadImageEco(const char *name) {
|
||||
static char filename[128];
|
||||
zpl_snprintf(filename, 128, "art/gen/%s.png", name);
|
||||
return LoadImage(filename);
|
||||
}
|
||||
|
||||
static inline
|
||||
Texture2D Image2TexEco(Image image) {
|
||||
Texture2D tex = LoadTextureFromImage(image);
|
||||
UnloadImage(image);
|
||||
return tex;
|
||||
}
|
||||
|
||||
static inline
|
||||
Texture2D GenColorEco(Color color) {
|
||||
Image img = GenImageColor(1, 1, color);
|
||||
return Image2TexEco(img);
|
||||
}
|
||||
|
||||
Texture2D texgen_build_anim(asset_id id, int64_t counter) {
|
||||
(void)counter;
|
||||
switch (id) {
|
||||
case ASSET_WATER: {
|
||||
Image img = LoadImageEco("water");
|
||||
ImageColorBrightness(&img, zpl_abs((counter % 64 - 32)*2));
|
||||
return Image2TexEco(img);
|
||||
}break;
|
||||
|
||||
default: return GenColorEco(PINK); break;
|
||||
}
|
||||
}
|
||||
|
||||
Texture2D texgen_build_sprite(asset_id id) {
|
||||
switch (id) {
|
||||
case ASSET_BLANK: return GenColorEco(WHITE); break;
|
||||
case ASSET_BUILDMODE_HIGHLIGHT: return GenColorEco(WHITE); break;
|
||||
|
||||
// NOTE(zaklaus): items
|
||||
case ASSET_DEMO_ICEMAKER: return LoadTexEco("demo_icemaker");
|
||||
|
||||
// NOTE(zaklaus): blocks
|
||||
case ASSET_FENCE: return LoadTexEco("fence");
|
||||
case ASSET_GROUND: return LoadTexEco("grass");
|
||||
case ASSET_DIRT: return LoadTexEco("dirt");
|
||||
case ASSET_WALL: return LoadTexEco("asphalt");
|
||||
case ASSET_HILL_SNOW:
|
||||
case ASSET_HILL: return LoadTexEco("rock");
|
||||
case ASSET_LAVA: return LoadTexEco("lava");
|
||||
case ASSET_WOOD: return LoadTexEco("wood");
|
||||
case ASSET_TREE: return LoadTexEco("tree");
|
||||
// case ASSET_WATER: return LoadTexEco("water");
|
||||
|
||||
case ASSET_BELT:
|
||||
case ASSET_BELT_RIGHT: return LoadTexEco("belt_right");
|
||||
case ASSET_BELT_LEFT: return LoadTexEco("belt_left");
|
||||
case ASSET_BELT_UP: return LoadTexEco("belt_up");
|
||||
case ASSET_BELT_DOWN: return LoadTexEco("belt_down");
|
||||
|
||||
// NOTE(zaklaus): devices
|
||||
case ASSET_CHEST: return LoadTexEco("chest");
|
||||
|
||||
default: return GenColorEco(PINK); break;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,276 @@
|
|||
#include "zpl.h"
|
||||
|
||||
#include <math.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
#include "world/world.h"
|
||||
#include "world/blocks.h"
|
||||
#include "world/perlin.h"
|
||||
|
||||
#include "ecs/components.h"
|
||||
#include "ents/entity.h"
|
||||
#include "ents/vehicle.h"
|
||||
#include "ents/items.h"
|
||||
#include "world/blocks_info.h"
|
||||
|
||||
#define WORLD_BLOCK_OBSERVER(name) block_id name(block_id *data, block_id id, uint32_t block_idx)
|
||||
typedef WORLD_BLOCK_OBSERVER(world_block_observer_proc);
|
||||
|
||||
#define WORLD_PERLIN_FREQ 100
|
||||
#define WORLD_PERLIN_OCTAVES 1
|
||||
|
||||
#define BLOCK_INVALID 0xF
|
||||
|
||||
block_id worldgen_biome_find(uint32_t biome, uint32_t kind) {
|
||||
asset_id asset = ASSET_INVALID;
|
||||
switch (biome) {
|
||||
case BLOCK_BIOME_DEV: {
|
||||
switch (kind) {
|
||||
case BLOCK_KIND_GROUND: asset = ASSET_GROUND; break;
|
||||
case BLOCK_KIND_DIRT: asset = ASSET_DIRT; break;
|
||||
case BLOCK_KIND_WALL: asset = ASSET_WALL; break;
|
||||
case BLOCK_KIND_HILL_SNOW:
|
||||
case BLOCK_KIND_HILL: asset = ASSET_HILL; break;
|
||||
case BLOCK_KIND_WATER: asset = ASSET_WATER; break;
|
||||
case BLOCK_KIND_LAVA: asset = ASSET_LAVA; break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return blocks_find(asset);
|
||||
}
|
||||
|
||||
static world_data *world;
|
||||
|
||||
static void world_fill_rect(block_id *data, block_id id, uint32_t x, uint32_t y, uint32_t w, uint32_t h, world_block_observer_proc *proc) {
|
||||
for (uint32_t cy=y; cy<y+h; cy++) {
|
||||
for (uint32_t cx=x; cx<x+w; cx++) {
|
||||
if (cx < 0 || cx >= world->dim) continue;
|
||||
if (cy < 0 || cy >= world->dim) continue;
|
||||
uint32_t i = (cy*world->dim) + cx;
|
||||
|
||||
if (proc) {
|
||||
block_id new_id = (*proc)(data, id, i);
|
||||
if (new_id != BLOCK_INVALID) {
|
||||
id = new_id;
|
||||
}
|
||||
else continue;
|
||||
}
|
||||
|
||||
data[i] = id;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void world_fill_circle(block_id *data, block_id id, uint32_t x, uint32_t y, uint32_t w, uint32_t h, world_block_observer_proc *proc) {
|
||||
for (uint32_t cy=y; cy<y+h; cy++) {
|
||||
for (uint32_t cx=x; cx<x+w; cx++) {
|
||||
if (cx < 0 || cx >= world->dim) continue;
|
||||
if (cy < 0 || cy >= world->dim) continue;
|
||||
uint32_t i = (cy*world->dim) + cx;
|
||||
|
||||
if (proc) {
|
||||
block_id new_id = (*proc)(data, id, i);
|
||||
if (new_id != BLOCK_INVALID) {
|
||||
id = new_id;
|
||||
}
|
||||
else continue;
|
||||
}
|
||||
|
||||
data[i] = id;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void world_fill_rect_anchor(block_id *data, block_id id, uint32_t x, uint32_t y, uint32_t w, uint32_t h, float ax, float ay, world_block_observer_proc *proc) {
|
||||
uint32_t w2 = (uint32_t)floorf(w*ax);
|
||||
uint32_t h2 = (uint32_t)floorf(h*ay);
|
||||
world_fill_rect(data, id, x-w2, y-h2, w, h, proc);
|
||||
}
|
||||
|
||||
static WORLD_BLOCK_OBSERVER(shaper) {
|
||||
uint32_t kind = id;
|
||||
uint32_t old_kind = data[block_idx];
|
||||
|
||||
if (kind == BLOCK_KIND_WALL && kind == old_kind) {
|
||||
return worldgen_biome_find(BLOCK_BIOME_DEV, BLOCK_KIND_HILL);
|
||||
}
|
||||
if (kind == BLOCK_KIND_HILL && kind == old_kind) {
|
||||
return worldgen_biome_find(BLOCK_BIOME_DEV, BLOCK_KIND_HILL_SNOW);
|
||||
}
|
||||
|
||||
return id;
|
||||
}
|
||||
|
||||
static block_id world_perlin_cond_offset(uint32_t block_idx, double chance, uint32_t ofx, uint32_t ofy) {
|
||||
uint32_t x = block_idx % world->dim + ofx;
|
||||
uint32_t y = block_idx / world->dim + ofy;
|
||||
|
||||
return perlin_fbm(world->seed, x, y, WORLD_PERLIN_FREQ, WORLD_PERLIN_OCTAVES) < chance;
|
||||
}
|
||||
|
||||
static block_id world_perlin_cond(uint32_t block_idx, double chance) {
|
||||
return world_perlin_cond_offset(block_idx, chance, 0, 0);
|
||||
}
|
||||
|
||||
#if 1
|
||||
static WORLD_BLOCK_OBSERVER(shaper_noise80) {
|
||||
return world_perlin_cond(block_idx, 0.80) ? shaper(data, id, block_idx) : BLOCK_INVALID;
|
||||
}
|
||||
|
||||
static WORLD_BLOCK_OBSERVER(shaper_noise50) {
|
||||
return world_perlin_cond(block_idx, 0.50) ? shaper(data, id, block_idx) : BLOCK_INVALID;
|
||||
}
|
||||
|
||||
static WORLD_BLOCK_OBSERVER(shaper_noise33) {
|
||||
return world_perlin_cond(block_idx, 0.33) ? shaper(data, id, block_idx) : BLOCK_INVALID;
|
||||
}
|
||||
|
||||
static WORLD_BLOCK_OBSERVER(shaper_noise05) {
|
||||
return world_perlin_cond(block_idx, 0.05) ? shaper(data, id, block_idx) : BLOCK_INVALID;
|
||||
}
|
||||
|
||||
static WORLD_BLOCK_OBSERVER(shaper_noise05b) {
|
||||
return world_perlin_cond_offset(block_idx, 0.05, 32, 0) ? shaper(data, id, block_idx) : BLOCK_INVALID;
|
||||
}
|
||||
|
||||
static WORLD_BLOCK_OBSERVER(shaper_noise01b) {
|
||||
return world_perlin_cond_offset(block_idx, 0.01, 32, 0) ? shaper(data, id, block_idx) : BLOCK_INVALID;
|
||||
}
|
||||
#else
|
||||
static WORLD_BLOCK_OBSERVER(shaper_noise80) {
|
||||
return rand()%10 < 8 ? shaper(id, block_idx) : BLOCK_INVALID;
|
||||
}
|
||||
|
||||
static WORLD_BLOCK_OBSERVER(shaper_noise50) {
|
||||
return rand()%10 < 5 ? shaper(id, block_idx) : BLOCK_INVALID;
|
||||
}
|
||||
|
||||
static WORLD_BLOCK_OBSERVER(shaper_noise33) {
|
||||
return rand()%10 < 3 ? shaper(id, block_idx) : BLOCK_INVALID;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
static void world_fill_mountain(uint32_t x, uint32_t y) {
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
#define RAND_RANGE(x,y) (x + (int)rand()%(y-(x)))
|
||||
#define RAND_RANGEF(x,y) ((float)RAND_RANGE(x,y))
|
||||
|
||||
int32_t worldgen_build(world_data *wld) {
|
||||
// TODO(zaklaus): pass world as an arg instead
|
||||
world = wld;
|
||||
|
||||
// TODO: perform world gen
|
||||
// atm, we will fill the world with ground and surround it by walls
|
||||
block_id wall_id = worldgen_biome_find(BLOCK_BIOME_DEV, BLOCK_KIND_WALL);
|
||||
block_id grnd_id = worldgen_biome_find(BLOCK_BIOME_DEV, BLOCK_KIND_GROUND);
|
||||
block_id dirt_id = worldgen_biome_find(BLOCK_BIOME_DEV, BLOCK_KIND_DIRT);
|
||||
block_id watr_id = worldgen_biome_find(BLOCK_BIOME_DEV, BLOCK_KIND_WATER);
|
||||
block_id lava_id = worldgen_biome_find(BLOCK_BIOME_DEV, BLOCK_KIND_LAVA);
|
||||
block_id tree_id = blocks_find(ASSET_TREE);
|
||||
|
||||
srand(world->seed);
|
||||
|
||||
// walls
|
||||
world_fill_rect(world->data, wall_id, 0, 0, world->dim, world->dim, NULL);
|
||||
|
||||
// ground
|
||||
world_fill_rect(world->data, grnd_id, 1, 1, world->dim-2, world->dim-2, NULL);
|
||||
world_fill_rect(world->data, dirt_id, 1, 1, world->dim-2, world->dim-2, shaper_noise05);
|
||||
world_fill_rect(world->outer_data, tree_id, 1, 1, world->dim-2, world->dim-2, shaper_noise01b);
|
||||
|
||||
// water
|
||||
#if 1
|
||||
for (int i=0; i<RAND_RANGE(58, 92); i++) {
|
||||
world_fill_rect_anchor(world->data, watr_id, RAND_RANGE(0, world->dim), RAND_RANGE(0, world->dim), 4+RAND_RANGE(0,3), 4+RAND_RANGE(0,3), 0.5f, 0.5f, shaper_noise80);
|
||||
}
|
||||
#endif
|
||||
|
||||
// ice rink
|
||||
#if 0
|
||||
world_fill_rect_anchor(world->data, watr_id, 450, 125, 10, 10, 0.0f, 0.0f, NULL);
|
||||
#endif
|
||||
|
||||
// lava
|
||||
#if 1
|
||||
for (int i=0; i<RAND_RANGE(48, 62); i++) {
|
||||
world_fill_rect_anchor(world->data, lava_id, RAND_RANGE(0, world->dim), RAND_RANGE(0, world->dim), 4+RAND_RANGE(0,3), 4+RAND_RANGE(0,3), 0.5f, 0.5f, shaper_noise80);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
// hills
|
||||
#if 1
|
||||
const uint32_t HILLS_SIZE = 21;
|
||||
for (int i=0; i<RAND_RANGE(8, 124); i++) {
|
||||
world_fill_rect_anchor(world->data, wall_id, RAND_RANGE(0, world->dim), RAND_RANGE(0, world->dim), RAND_RANGE(0,HILLS_SIZE), RAND_RANGE(0,HILLS_SIZE), 0.5f, 0.5f, shaper_noise50);
|
||||
}
|
||||
#endif
|
||||
|
||||
// vehicles
|
||||
#if 1
|
||||
for (int i=0; i<RAND_RANGE(258, 1124); i++) {
|
||||
uint64_t e = vehicle_spawn();
|
||||
|
||||
Position *dest = ecs_get_mut(world_ecs(), e, Position);
|
||||
dest->x = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
dest->y = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
entity_set_position(e, dest->x, dest->y);
|
||||
}
|
||||
#endif
|
||||
|
||||
// items
|
||||
#if 1
|
||||
for (int i=0; i<RAND_RANGE(328, 164); i++) {
|
||||
uint64_t e = item_spawn(ASSET_DEMO_ICEMAKER, 32);
|
||||
|
||||
Position *dest = ecs_get_mut(world_ecs(), e, Position);
|
||||
dest->x = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
dest->y = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
entity_set_position(e, dest->x, dest->y);
|
||||
}
|
||||
|
||||
for (int i=0; i<RAND_RANGE(328, 164); i++) {
|
||||
uint64_t e = item_spawn(ASSET_FENCE, 64);
|
||||
|
||||
Position *dest = ecs_get_mut(world_ecs(), e, Position);
|
||||
dest->x = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
dest->y = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
entity_set_position(e, dest->x, dest->y);
|
||||
}
|
||||
|
||||
for (int i=0; i<RAND_RANGE(328, 164); i++) {
|
||||
uint64_t e = item_spawn(ASSET_WOOD, 64);
|
||||
|
||||
Position *dest = ecs_get_mut(world_ecs(), e, Position);
|
||||
dest->x = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
dest->y = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
entity_set_position(e, dest->x, dest->y);
|
||||
}
|
||||
|
||||
for (int i=0; i<RAND_RANGE(128, 564); i++) {
|
||||
uint64_t e = item_spawn(ASSET_BELT, 999);
|
||||
|
||||
Position *dest = ecs_get_mut(world_ecs(), e, Position);
|
||||
dest->x = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
dest->y = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
entity_set_position(e, dest->x, dest->y);
|
||||
}
|
||||
|
||||
for (int i=0; i<RAND_RANGE(128, 964); i++) {
|
||||
uint64_t e = item_spawn(ASSET_CHEST, 4);
|
||||
|
||||
Position *dest = ecs_get_mut(world_ecs(), e, Position);
|
||||
dest->x = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
dest->y = RAND_RANGEF(0, world->dim*WORLD_BLOCK_SIZE);
|
||||
entity_set_position(e, dest->x, dest->y);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
return WORLD_ERROR_NONE;
|
||||
}
|
Loading…
Reference in New Issue